Totally Awesome Worms Armageddon Tournament

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Revision as of 21:16, 19 January 2010 by Protected (talk | contribs)
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Preparation

Participation

You're still in time to participate in this event. All you need is a Mafia account! PM it to Protected on IRC until FRIDAY JAN 22 at most.

Get the game

You can buy it from the official website or amazon! PM Protected for further advice ;)

Training games

Protected is available to play on GMT evenings (afternoon in the US). I'll teach players as I play and explain what you're doing right or wrong if you're a complete noob. I also advise playing against other participants prior to the tournament!

Extras download

Streams (241mb)

If you don't have or if you replaced the Worms Armageddon background ambience, you can download it here. Unpack to WORMS_PATH\Data .

Speech (783mb WARNING large file!)

Lots of soundbanks for your worms including the 49 distributed with Worms Armageddon. Unpack to WORMS_PATH\Data\User . Only other players with the Speech package will be able to hear your worms.

Safe soundbanks

Use one of these for your team if you want to make sure absolutely everyone can hear the voices you choose:

  • Angry Scots
  • Cad
  • Cyberworms
  • Drill Sergeant
  • English
  • Formula One
  • French
  • Geezer
  • German
  • Goofed
  • Italian
  • Jock
  • Kamikaze
  • Kidz
  • Rasta
  • Scouser
  • Smooth Babe
  • Soul Man
  • Spanish
  • Stooges
  • The Raj
  • Thespian
  • US Sports
  • Wacky

Team special weapon

It's important that you choose the weapon that's best for your skills and tastes.

  • 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 minimum damage and is mostly useful for tunneling or sudden death in its normal state. It is effected 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 turn.
  • 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.

Tournament

Roster

(More participants may still be added.)

Name Points Games played
suspect.X 0 0
KEL 0 0
Terran 0 0
Kami-Sama 0 0
Yuubiseiharukana 0 0
lazygamer 0 0
be0wulf 0 0
Mickey 0 0
Zero 0 0
Stmated 0 0
infinitylight 0 0
blender 0 0
Iks 0 0
Protected 0 0