Rules:
Entry Conditions
- The deadline for sending in your entries is
March 31st May 1st, 2010.
- Maximum three entry per person. Pairs or groups can enter as well, maximum three entry per group.
- The entry can be modified once, during the first two weeks after submission.
- You can write your application, description, etc. in the languages available on the site, but we'd prefer everything in English.
- The scheme has to be either entirely new, or a new variant of an already existing scheme. In the latter case, the criteria determining the originality of the variant will be stricter than in the case of a newly invented scheme.
- The scheme has to be completely unseen by the public before and during the contest.
- The scheme has to have a name, or in case of a variant, a name that obviously differentiates it from the original, while still showing its connection. (See WFW » FFW.)
What to Enclose
- Send detailed description of the gameplay, set of rules and corresponding penalties, optimal player/worm numbers (a scheme with several possibilities regarding player count and team games is preferred but not required). A nice setting story can add to the originality factor, but is also not required.
- Give a general map description (ie. random cavern maps, open island maps, Shopper maps), and in case of custom maps being required, enclose at least 1 example map that you believe plays well (doesn't have to be pretty, only functional).
- Enclose at least 1 example replay.
Reward
- The winner's scheme shall recieve the title "Scheme of the Year", as well as a thorough article on the Worms Knowledge Base. Further whatnots are planned. :)
The following list contains the most important factors that will determine a scheme's final points. Keep in mind however, that the jury will be subjective, some of them might take certain factors with greater emphasis than others.
- Scheme file: Everything that has to do with the scheme file itself.
- Game and weapon settings: Balanced armoury, ideal turn and round times, and so on.
- Originality: Well... it's kinda self-explanatory, isn't it?
- Over-all gameplay: Strategic possibilities, rules and punishments, and the like.
- Casual fun: Indicator of how the scheme would work out in non-competitive games.
- Competitive fun: Indicator of how the scheme would work out in competitive games.