Totally Awesome Worms Armageddon Tournament
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Contents
Preparation
Participation
Unfortunately, registration to participate in the tournament is now closed. If you did not enter yet, you can no longer enter. Maybe next time! You can however show up to watch the games :)
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 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.
Tournament
Roster
Name | TZG | Points | Games played |
---|---|---|---|
suspect.X | EST | 0 | 0 |
KEL | EST | 0 | 0 |
Terran | CET | 0 | 0 |
Kami-Sama | CET | 0 | 0 |
Yuubiseiharukana | EST | 0 | 0 |
lazygamer | CET | 0 | 0 |
be0wulf | PST | 0 | 0 |
Mickey | PST | 0 | 0 |
Zero | PST | 0 | 0 |
Stmated | CET | 0 | 0 |
infinitylight | EST | 0 | 0 |
blender | ASIA | 0 | 0 |
Iks | CET | 0 | 0 |
Androcles | EST | 0 | 0 |
vavoysh | EST | 0 | 0 |
Protected | CET | 0 | 0 |
A | Loser! |
A | Semi-finalist |
A | |
A | |
A | |
A | Winner |
A | |
A | |
A |
Timezone groups:
- PST: GMT-12 to GMT-7 (The PST timezone is GMT-8) : Far west (america), games scheduled later
- EST: GMT-6 to GMT-2 (The EST timezone is GMT-5) : Not so far west (america), games scheduled inbetween
- CET: GMT-1 to GMT+3 (The CET timezone is GMT+1) : Europe and whereabouts, games scheduled earlier
- ASIA: GMT+4 to GMT+11 : Eastern timezones - Will be arranged with players
League stage
Games
Day | Date | Scheme | Worms/team |
---|---|---|---|
1 | Wed Jan 27 | 6 | |
2 | Thu Jan 28 | 4 | |
3 | Fri Jan 29 |
(Depicted map is standard Flight of the Worm. |
5 |
Score tie-breakers | 4 |
Check the Groups section below to learn at what time of the day your match will happen. Please try to arrive a little earlier to make sure everything is running properly and that there are no problems. If you are late you may be disqualified from that day's match. Players who arrive at the game with an unsupported version will be disqualified. Everyone must be running version 3.6.29.0!
Score tie-breakers will be played to resolve 2nd places after the three main league days, only if necessary.
Groups
Group 1 | |||
---|---|---|---|
A | Iks | 0 | 1 |
B | Terran | 4 | 1 |
C | Kami-sama | 2 | 1 |
D | Protected | 1 | 1 |
Games: 19:00 GMT |
Group 2 | |||
---|---|---|---|
A | Stmated | 0 | 0 |
B | vavoysh | 0 | 0 |
C | lazygamer | 0 | 0 |
D | KEL | 0 | 0 |
Games: 22:00 GMT |
Group 3 | |||
---|---|---|---|
A | blender | 0 | 0 |
B | Zero | 0 | 0 |
C | Androcles | 0 | 0 |
D | suspect.X | 0 | 0 |
Games: 00:00 GMT (day after) |
Group 4 | |||
---|---|---|---|
A | Yuubiseiharukana | 0 | 0 |
B | be0wulf | 0 | 0 |
C | Riddler | 0 | 0 |
D | AWRyder | 0 | 0 |
Games: 01:30 GMT (day after) |
Rules
All players in the same group will play together in the same games. Per-game scoring is as follows:
- Winner: 4 points
- First to die: 0 points
- Second to die: 1 point
- Third to die: 2 points
Games with only 3 players, if there is any, will be scored as follows:
- Winner: 4 points
- First to die: 0 points
- Second to die: 2 points
When two or more players die in the same turn, they get as few points as possible (for example, if no team had died yet, they're both considered 'first to die'.)
The suicide/surrender penalty is -1 point. Suiciding an individual worm (when not the last), especially through kamikaze, is usually not a problem; That said I will be the judge of what was, or not, suicide. When a player loses due to a disconnection, the game may be repeated once only if *all players* participating in it and Protected (even if he isn't participating) agree with it.
All games will have a single round, except if the said round is tied, in which case it will be repeated with minus two minutes in the round timer (same scheme).
Finals stage
Games
Matches
Semi-finals | Finals | Winner | |
---|---|---|---|
1 | |||
2 | |||
3 | |||
4 | |||
Rules
Traditional knock-out style tournament in two stages. Games will be team matches between two teams of two.
Teams will be made in the following manner:
- The two best players from each group (measured from points) pass to the knock-out stage.
- Teams will be chosen RANDOMLY from one of the following combinations:
- G1 winner + G1 runner-up ; G2 winner + G2 runner-up
- G1 winner + G2 winner ; G1 runner-up + G2 runner-up
- G1 winner + G2 runner-up ; G2 winner + G1 runner-up
- Likewise for G3 and G4 (decided by separate random pick)
The tournament will therefore have two winners (morally speaking, it can be just one, since one member of the winning team can die before the end of the final game).