Difference between revisions of "Even More Awesome Worms Armageddon Tournament"
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Scheme: '''TBA''' | Scheme: '''TBA''' | ||
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{|class="wikitable" | {|class="wikitable" | ||
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=== Knockout stage === | === Knockout stage === | ||
− | ==== | + | ==== Rules ==== |
+ | This stage consists in '''2 semi-finals and 1 final''' (plus possible tiebreakers). All matches are played between '''2 players (1 vs 1)'''. | ||
+ | |||
+ | For counting purposes, each victory is worth 3 points and each defeat is worth 0 points. | ||
+ | |||
+ | In the event of a tie, both players receive 1 point and repeat the match using the tie-breaker scheme. This can only happen once and will yield 2 points for the winner and 0 for the loser. In the event of a second tie, the victor will be determined by randomizer. | ||
+ | |||
+ | Player assignment to semi-final slots will be random, and iterations will be made until match repeat (the same opponents that played against each other in the league stage facing each other again) is minimal (as low as possible). | ||
==== Matches ==== | ==== Matches ==== | ||
+ | Semi-finals scheme: '''TBA''' | ||
− | + | Final scheme: '''TBA''' | |
+ | |||
+ | Tie-breaker scheme: '''TBA''' | ||
+ | {|class="wikitable" | ||
+ | !style="width: 160px;"|Semi-finalists | ||
+ | !style="width: 40px;"|Pts | ||
+ | !style="width: 100px;"|Match | ||
+ | !style="width: 120px;"|Result | ||
+ | !style="width: 80px;"|Download | ||
+ | |- | ||
+ | | | ||
+ | | | ||
+ | |rowspan="2"|'''Semi-final A'''<br>''tbd'' | ||
+ | |rowspan="2"| | ||
+ | |rowspan="2"| | ||
+ | |- | ||
+ | | | ||
+ | | | ||
+ | |rowspan="2"|'''Semi-final B'''<br>''tbd'' | ||
+ | |rowspan="2"| | ||
+ | |rowspan="2"| | ||
+ | |- | ||
+ | |} | ||
− | === | + | {|class="wikitable" |
+ | !style="width: 160px;"|Finalists | ||
+ | !style="width: 40px;"|Pts | ||
+ | !style="width: 100px;"|Match | ||
+ | !style="width: 120px;"|Result | ||
+ | !style="width: 80px;"|Download | ||
+ | |- | ||
+ | | | ||
+ | | | ||
+ | |rowspan="2"|'''Final'''<br>''tbd'' | ||
+ | |rowspan="2"| | ||
+ | |rowspan="2"| | ||
+ | |- | ||
+ | |} |
Revision as of 18:42, 15 July 2014
If we do it twice it becomes tradition!
Contents
Preparation
Participation
To join the tournament, please send a private message to Protected on IRC containing the team name you will be using. You can't change it later. Make sure it's a valid name!
DEADLINE: THURSDAY JULY 17
Training games
We play on weekend evenings. Idle on IRC to be called for games. Voiced players get called first and get first spot. To earn a voice you must play 2 or more distinct games with our group (including worms; playing one full session of each game is enough).
Team special weapon
I'll just copy this from the 2010 page, hm?
- Flamethrower: Can cause massive AOE damage against opponents trapped against a wall or in a C-shaped cave (because flamethrower flames cause any worms they touch to be shot out of range otherwise). It throws flames for a few seconds that are affected by wind and gravity (low range). It can be aimed while active, so make sure every single flame hits the enemy for maximum damage.
- Mole bomb: Release it to set it walking and hopping. Press space again and it will jump high. As soon as it touches ground (or ceiling), it will start digging. It digs a tunnel that continues the motion of the initial jump. Press space yet again to explode it immediately, or when it reaches air again it will fall and explode on contact, or after like 30 seconds it explodes on its own. This weapon deals mediocre damage and is mostly useful for tunneling or sudden death in its normal state. It is affected by low gravity. If you select it as your team special, you get 3 moles, available immediately.
- Old woman: She will walk slowly for 5 seconds (across not very rough landscape - if she hits an obstacle she turns around and keeps moving) and then explode, dealing high damage. Very straightforward; Useful to release into tunnels or holes (from above) and to damage multiple worms.
- Homing pigeon: You set a destination and release a pigeon, which will attempt to navigate around obstacles until it hits the destination. The pigeon explodes on contact, dealing high damage if it hits your enemy right in the face; However, the pigeon tends to have a terrible sense of direction and hit just about anything it could along the way, exploding before reaching the desired target (beware of narrow tunnels and high obstacles especially). If your aim is really bad, you can try training with the pigeon as your special for a balanced choice. You also get 2 of them, a huge advantage in schemes with a low amount of weapons, although you can't use them int the first 2 turns.
- Sheep launcher: This weapon launches a sheep. You can adjust the angle, launching it to a higher place or across large holes. The sheep will not explode if it hits a wall. When the sheep lands, it will walk and jump (like a normal sheep) in the same direction and turn around if it hits an irregular wall. It explodes when you press space again, dealing high damage. A very versatile weapon if you know how to use it.
- Mad cows: A mad cow always moves in the same direction, without jumping and always falling into holes. As soon as it touches *ANY* obstacle, the cow immediately explodes, dealing high damage (note that a worm on a descending slope is not tall enough to make the cow explode - the cow will walk over the worm and keep going). When you have multiple cows in stock, you can release up to 5 cows at the same time in the same turn. The explosion of a cow will not destroy the other nearby cows. If you select this as your team special, you will get 2 cows in the beginning of the round.
- Holy handgrenade: Like a normal grenade - You throw it. It has a minimum fuse of 3 (not 4, and not 2, except to proceed to 3) seconds, but it will only explode after it stopped rolling and falling. It causes a huge blast and deals very high damage to any worm caught near the middle of it.
- Supersheep: When you release it, it walks and jumps like a normal sheep. But press space again and it will start flying (straight upwards). You can then use the arrow keys to control the supersheep, turning it left and right! While in flight, you can collect any amount of crates from the landscape. As soon as you ram the supersheep against something, it will explode (explodes on contact against land, not worms), dealing high damage. In some schemes, the supersheep may be upgraded to aquasheep, in which case it can also swim under the water. You have up to 30 seconds, after which the supersheep explodes on its own. The disadvantages are that it may require some training to get the hang of controlling the sheep (there is a training mode just for it) and also that as a special weapon it only becomes available 7 turns into the game.
Flag and Gravestone
You can add custom flags and gravestones in the proper directories inside WORMS_PATH\User and they will be sent to the other players you're playing against. These are merely cosmetic and serve no practical purpose. W:A uses images with a special 256 (sometimes fewer) colors pallete; If you don't know how to make a clean flag or gravestone just open an existing one and draw/paste your stuff on top.
Protected recommends creating your own flag and gravestone to make things more personal!
Tournament
Roster
Nickname | Team | TZG | Points | Games played | NC | RG |
---|---|---|---|---|---|---|
\g | Super Hero TSN | PST | 0 | 0 | X | |
Eduardo | Death and Co | EST | 0 | 0 | X | |
Iks | Legendary Heroes | CET | 0 | 0 | X | |
Kasmania | Yuubiseiharukana | EST | 0 | 0 | ||
LeipuriHiiva | HUNKS | CET | 0 | 0 | X | X |
peppers | Lion King | EST | 0 | 0 | X | X |
Protected | Gent Bastards | CET | 0 | 0 | X | |
Psi | Sardaukar | ASIA | 0 | 0 | X | X |
Rothenell | Phineas and Ferb | EST | 0 | 0 | X | |
spaz | shapeshifters | CET | 0 | 0 | X | X |
Terran18 | Netro | 0 | 0 | |||
timeclock | The Profiles | CET | 0 | 0 | X | |
Vai | Golden Sun | CET | 0 | 0 | X |
A | Loser! |
A | Semi-finalist |
A | Finalist |
A | Winner |
Timezone groups:
- PST: GMT-12 to GMT-7 (The PST timezone is GMT-8) : Far west (america)
- EST: GMT-6 to GMT-2 (The EST timezone is GMT-5) : Not so far west (america)
- CET: GMT-1 to GMT+3 (The CET timezone is GMT+1) : Europe and whereabouts
- ASIA: GMT+4 to GMT+11 : Eastern timezones
League stage
Rules
These rules will apply for 13 or 14 participants.
This stage consists in 3 rounds, each played on a different scheme.
For each round, the participants will be shuffled and assigned to 3 matches. Each match will have 4 participants (team of 2 vs team of 2) for a total of 12 players.
The remaining 1-2 players are seeded for that round.
Points will be assigned as follows:
- Match winners: 3 points each
- Match losers: 0 points each
- Draw: 1 point to each of the 4 participants
- Seeded player(s): 2 points each
The following conditions will cause a round reshuffle:
- No player shall be seeded more than once.
- No player shall have the same teammate in more than one round.
Players who show up more than 10 minutes late for their game will lose 1 point for their team (added to the match result; negative results are possible). Matches will start at most 30 minutes late. If both players in a team are missing after 30 minutes, the other team wins by default.
The 4 players with the most points after the 3 rounds advance to the semi-finals. Tie-breakers will happen as needed. They will be single 1vs1 matches worth 1 point for the victor and 0 points in any other occasion.
Round 1
Scheme: TBA
Player team | Alliance | Pts | Match | Result | Download |
---|---|---|---|---|---|
Match A tbd |
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Match B tbd |
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Match C tbd |
|||||
N/A | 2 | Seeded player(s) | |||
2 |
Round 2
Scheme: TBA
Player team | Alliance | Pts | Match | Result | Download |
---|---|---|---|---|---|
Match A tbd |
|||||
Match B tbd |
|||||
Match C tbd |
|||||
N/A | 2 | Seeded player(s) | |||
2 |
Round 3
Scheme: TBA
Player team | Alliance | Pts | Match | Result | Download |
---|---|---|---|---|---|
Match A tbd |
|||||
Match B tbd |
|||||
Match C tbd |
|||||
N/A | 2 | Seeded player(s) | |||
2 |
Knockout stage
Rules
This stage consists in 2 semi-finals and 1 final (plus possible tiebreakers). All matches are played between 2 players (1 vs 1).
For counting purposes, each victory is worth 3 points and each defeat is worth 0 points.
In the event of a tie, both players receive 1 point and repeat the match using the tie-breaker scheme. This can only happen once and will yield 2 points for the winner and 0 for the loser. In the event of a second tie, the victor will be determined by randomizer.
Player assignment to semi-final slots will be random, and iterations will be made until match repeat (the same opponents that played against each other in the league stage facing each other again) is minimal (as low as possible).
Matches
Semi-finals scheme: TBA
Final scheme: TBA
Tie-breaker scheme: TBA
Semi-finalists | Pts | Match | Result | Download |
---|---|---|---|---|
Semi-final A tbd |
||||
Semi-final B tbd |
Finalists | Pts | Match | Result | Download |
---|---|---|---|---|
Final tbd |