Post your playable Crush the Castle 2 maps. There are other threads for talking about CtC2. If it's not good for shooting at or interesting to look at don't put it here: NO castles that fall apart by themselves, NO random junk piles.
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@CourtJester - if u havent already, u might want to read what i posted in the contest thread on page 59....
TWO WAYS IN was pretty good, except that if you really want something like that to blow up, either u need to put in all the tnt u think ur going to use first, or export the code into a document and move the tnt at the beginning of the code where the pieces start
u couldve gotten away with using only 3 or 4 rows of TNT by having one or two rows of iron pellets on top of the top row, then the thin beam, then the bldg - also do not place beams, even if theyre thin, between the rows of TNT
There are two different shots in this level. You can go for the easier torching of the pyramid base, which will fire iron at three unlucky royals, and the pyramid itself will close in on the wizard. The second shot requires timing because I believe it is the farthest you can launch the lantern... you will shoot at the horizontal wooden beam, which in turn burns one royal directly and then lights TNT to launch two more royals toward the pyramid... in the second way the pyramid isn't burned.
Well here is an interesting fact. If you have a "0" for terrain and you place a foundation block below this, it will appear that the ground and the top of the foundation block are the same. Thus, we assume that at "0", the baseline is at 680! Nope! The ground level is actually at 679 and thus is higher than the foundation block by 1 pixel. To fix this, I changed the terrain to be "-1" which made the foundation blocks and the terrain at the same elevation.
This is one reason which causes instabilities when you put an element of say 120 height between a ground based foundation and another at 3 levels higher. It looks like it fits but doesn't.
If you put your foundation elements above the ground, this doesn't happen!
Another thing that rookies might not understand is that even though the editor says an element is a certain size, it isn't! The TNT (prx) are not 20x20 as noted in the editor but are smaller and the same goes with other non-stretchable parts.
And, the reason that many castles that are made of stacked horizontal components fail is that Joey Betz's program has them a fraction above each other basically so they won't stick together!
This has nothing to do about the above statement. I just took all the elements and changed the width to the height for effect. The TNT at the top, will not explode!
In the spirit of making the CTC world a better place, I decided to begin taking this more seriously... that is, understanding how the game works rather than just trying to make something. Here is - Double Tap - an experiment in bombs and projectiles.
Next to the barrel of TNT are two solid pieces of iron stacked vertically. Atop the barrel is a large piece of wood crying to be lit aflame or struck with acid. The focus of this map was to find a way for the two iron projectiles to hit the same thing. Fortunately the explosion is just powerful enough to launch the iron block on top in a gentle arc over the map, later to strike the headstone of the dead king in an epic "Double tap". Enjoy. I will keep exploring new ways to do this!
Hey, which building objects, if any, can strike TNT and make them explode?
Hey, which building objects, if any, can strike TNT and make them explode?None! Unless they are activated by either acid or flames
A minecraft zombie has been sighted!
Only use the fire weapon please. The big rock weapon was included by mistake.
When you are in the editor, and placing equipment, for exact placement one pixel at a time, uncheck the toggle grid box, otherwise, everything moves 5 pixels at a time. This is a necessity when working with smaller than allowed elements.
uncheck the toggle grid box- holy crap - i never knew that - and ive been going back and forth changing it in a document - thanx CJ
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