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Worms 2 Eng. Corps |
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 | Of course, Worms warfare isn't all about those gung-ho soldiers on the battlefield. All armies need brilliant boffins and trained technicians back at base, devising powerful new weapons, amusing new sound schemes and challenging new maps. Fancy that kind of job? You've come to the right place (as far as this site is concerned, anyway...). Here to give you advice on the kind of schemes/soundbanks/terrains you might like to create... |
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OPTIONS EDITOR
100 points of energy doesn't seem very long-lived to me. I like to change it to 120, and health crates to 30 (in other words, a 20% increase on the defaults).
My preference for Sudden Death is just to have reduction to one energy unit. You've got enough to worry about without going in the drink, and as for getting rid of worm selection - no comment.
I like my crates to be fairly intelligent, and I always turn booby-trapping off - it's sneaky and underhand, particularly if you've gone to a lot of work to collect a weapon crate.
You know the option about a permanent border right 'round the screen? Well, that stops worms from drowning. The **godmode** cheat (see Worms 2 Cheats for details) means that worms can only die by drowning. Combine the two... you get totally immortal worms! This gives a useful "training ground" in which you can safely conduct experiments and hone your skills without damaging those precious stats... When you've had enough, simply quit that game.
SOUNDBANK EDITOR
I don't have the space to create my own, but here's some ideas I've come up with (including some examples):
- Owzat!
- Bye Bye = "Back to the pavilion..."
Oh Dear = "Umpire's decision is final..."
Dragon Ball = "Here comes the googly..."
Amazing = "Hit for six!"
Fatality = "The crucial wicket falls..."
I'll Get You = "Just wait 'till we're fielding"
Kamikaze = "I think I'll retire now..."
Missed = "Played and missed there..."
Weapon Collect = "And they've taken the new ball..."
Flawless = "A chanceless innings..."
Revenge = "Good reply, there..."
- Footie Fan
- First Blood = "One-Nil... to the Worms in Pink"
Victory = "You're not singing, you're not singing, you're not singing any more!"
I'll Get You = "I get knocked down, but I get up again..."
Fatality = "Goooooaaaalllll!"
- Manager
- Victory = "The boys done well, Brian"
Flawless Victory = "A clean sheet, Brian"
I'll Get You = "It's a game of two halves, Brian"
Oh Dear = "I'm as sick as a parrot, Brian"
- Brainiac
- Fire = "According to Newton, this should be very good..."
Flawless Victory = "Easier than E=MC2"
Amazing = "Surely that's against the laws of Physics!"
- Apollo
- Oh Dear = "Houston, we have a problem"
First Blood = "One small step for man..."
Victory = "I was strolling on the Moon one day... In the very merry month of December (no, May) May..."
TEAM EDITOR
Stuck choosing names for worms on your team? Don't resort to the Darkside Worm 1, Worm 2, Worm 3, Worm 4, etc., or the novice Random Worm and Team names. If you want any fighting spirit at all, you need worm names that mean something to you (Paul.Power's Fave Worms 2 Sayings #7:- "A good commander looks after his troops."). Here are a few tips for naming worms.
- The team name should include your name and if possible alliterate. For example, mine is Paul Power (Gareth's Group, Shelagh's Squad, etc).
- The first three or four worms on your team should be your first, middle and surnames. For example, my first three worms are Paul, Robert and Varley.
- Next, you should have your parents names. My fourth Worm is Shelagh and fifth is Michael.
- Next, any nicknames you might have. My sixth worm is called Volleyball (Paul Varley - VarleyPaul - Volleyball, get it?) and seventh is Tips (PV Tips, in full).
- Finally, finish off with your favourite pet - my last worm is called Blackie, my fourth and current hamster (Finally changed it from Perky, my third one!).
- Not got any pets? Use your best friend's name (If Blackie wasn't on my team, the last one would be Stephen or Gareth), or perhaps your siblings' (for the weak in the head this means brothers and sisters) names (Being an only child, I'm glad I've already got a full set of worm names, or I'd be stuck).
- Other alternatives if you're really scraping the barrel (e.g. you're a two-named orphan with no friends or pets) are:- your favourite football team (QPR in my case), your favourite cricket team (Middlesex), your house name, your town name, your grandparents' names, your favourite celebrity...
- Finally, a sound effect scheme. Choose one similar to your accent if you can (mine's Yorkshire Tykes), or if you can't, just pick one you like the sound of.
Still stuck? Try this - pick a sound scheme you like, then mould you worm's names around that. For example, my Mum's team (who've only played four times!), Shelagh's Squad, has the sound scheme Soulman, so her worms (with the exception of Brenda, her middle name), are all Soul singers (e.g. Aretha, Wilson, Sam, Dave).
The idea behind all this is that you should take to looking after your worms, and wanting revenge if one of your worms die (especially Paul, Shelagh and Blackie in my case), more than if you'd just named them after say, numbers or letters of the alphabet. This leads to a good strong team spirit, increases your determination and makes it easier to win (Paul.Power's Fave Worms 2 Sayings #2:- "You don't mess with the Family" and #6 "Okay, this is personal...").
You also tend to notice worms developing their own personalities. Tips and Volleyball, for example, are my "crack-shot" worms - skilled users of the Ninja Rope and master marksmen - useful for long-distance missions. Shelagh and Blackie have a determined "never say die" mentality about them, while Michael is often the worm I choose for avenging dead worms. Paul, being the first worm on the team, is the captain and therefore I use him for organisation work and protection of his fellow wrigglers, and Robert and Varley are the battle-hardened veterans, just out there to shoot as many worms as they can. Call me weird for giving my worms personalities, but I think it helps them work better.
TERRAIN EDITOR
Make terrain designs that have interesting functional designs rather than just looking pretty:-
- IDEA 1: "We all fall down"View Sillhouette (2kb)
- Cavern Level. Draw loads of thin horizontal lines ("platforms") across the screen with about 5 - 10 worms height between each line. The challenge is to knock enemy worms into the water, either by knocking them off the edge of the screen or down through all the platforms into the water (you can kill them the other way [getting rid of all their energy], but it's not nearly as fun - consider playing this terrain with the **godmode** cheat on [See Worms 2 Cheats for details]). Best with two players and eight worms, as you can lose worms easily in this. An excellent terrain that leaves Darksiders floundering in their futile attempts to hide.
- IDEA 2:"Confinement"
- Cavern Level. Fill the whole screen. In the game, all the worms, mines etc. appear in little holes (It could be interesting to play this in Cheese scenery to get Swiss Cheese!). The challenge is to use weapons such as guns, Blowtorches, Drills, etc. to get from your starting position into the enemy's starting position to kill them (while they try to do the same to you). It's a mark of good teamwork if you can connect all the holes together. This is my favourite terrain. BE WARNED! Darksiders may jump up and down with glee at this terrain and its ready-made hidey-holes. Politely (or impolitely, if you'd rather) point out to them that it is also very easy to get into their hidey holes (there's not much room for Girders). So, they'd better watch out...
- IDEA 3: "The Battlements"View Sillhouette (2kb)
- Open Level. Fill the whole screen, then "cut out" a battlements shape along the top (as in _|¯|_|¯|_|¯|_ ). On this, you have to endevour to have the stronger "on top of the battlements" position, making you slightly safer from Sudden Death:- Sink or Swim and the Nuclear Bomb and making it easier to drop things on the enemy. It would be an interesting idea to play this in Medieval scenery to add to the "battlements" atmosphere.
- IDEA 4: "Personalised"
- Open or Cavern. Make the terrain in the shape of your initials! For a cavern, fill the screen and hollow out your initials, on Open clear sceen and make your intitials.
- IDEA 5: "Spots before your eyes"
- Open Level. Clear the screen, put brush size to max, and blob dots all over the screen! Luvly jubly...
- IDEA 6: "On thin air"
- Open Level. Clear the screen... and that's it! In the actual game, the worms are suspended on platforms in the air. This sort of level crops up loads on the Missions. By the way, it works best with only "gun" weapons - Handgun, Shotgun, Uzi and Minigun. Ninja Ropes and Girders are good ideas, too. Of all terrains, this is perhaps the best at stopping Darksiders in their tracks... nowhere to run...
WEAPONS EDITOR
COMBATTING THE DARKSIDE:- Weapons Darksiders are likely to use. You may wish to turn them off, or limit their usage.
- CERTAIN
- Teleport - used by them to cram worms into small spaces (the "Crevice Girls"!).
- Girder - used for blocking access to their hidey-holes.
- Blow Torch and Drill:- cutting through landscape to hide their worms.
- Skip Go - I don't think you can limit the number of these, but I'll put it in for the sake of completeness. Obviously Darksiders don't have much to do between tunnel digging and girder laying, so they use this to while away their turns.
- PROBABLE
- Air Strikes and the like - no need to go outside and show themselves.
- Dynamite - creates a hidey-hole for them.
- POSSIBLE
- Mine - some Darksiders like to booby-trap the way into their hidey-holes.
- Homing Missiles and the like - no need to show themselves too much to the enemy.
- PERHAPS
- Fire Punch, Dragon Ball, Prod, Baseball Bat - if cornered, Darksiders may use these close-combat weapons, as these weapons do no damage to themselves.
Two weapons I've improved are the Minigun and the Shotgun. The Shotgun now fires three shots from one barrel, making six in all. And, as you probably know, my Minigun's bullet count and damage are both upped (to around twenty each as opposed to ten). However, you can have too much of a good thing. A friend of mine, Rhodri Jervis, has a five-shot Shotgun with giant bullet spreads. Anything that gets in the way's pulverised! Talk about an unfair advantage... That's why it's so important to get the balance right.
Another friend, Daniel Byrne, has a Minigun which, when launched, takes out about half the screen... again, slightly mad. So, if you think I'm not being entirely straight by changing the weapon specs... remember, it could be much worse...
You can create "surprise" weapons quite easily. A good example is the "Killer Prod". Turn the power of the Prod up to say, 100, but don't tell anybody - and unleash it during the game. This creates an extremely useful weapon. It's sneaky (you'd get some black looks if you used it) but it wins matches, and that's what Worms 2 is all about. (But if you do decide to use it, prepare for others to get revenge and mercilessly "prod" your own worms).
THE PAUL VARLEY WEAPONARY ARSENAL
Homing Missile x2, Mortar, Homing Pigeon x1
Grenades, Cluster Bombs x5
Shotgun, Handgun, Uzi, Minigun x9
Fire Punch, Dragon Ball, Kamikaze, Prod
Dynamite x1, Mines x2, Sheep x1, Super Sheep x1
Air Strike x1, Homing Air Strike x1, Napalm Strike x1
Blow Torch, Drill, Girders, Baseball Bat x3
Ninja Rope, Bungee x5, Parachute x5, Telport x2
Holy Hand Grenade x3, Petrol Bomb x2
Old Woman x1