ForumsGamesCrush the Castle 2 - Custom Castles

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Trismegistus23
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Trismegistus23
271 posts
Nomad

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
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CourtJester
6,158 posts
Peasant

In the beginning, Joey never let the horizontal pieces settle because I believe he never made the pieces exact. This is a good example from the original player's pack of horizontal pieces. I designed them using autocad and placed them perfectly. You can destroy this thing with a single pea shot to the middle of the arch if you have some trebuchet skills. You need to wait until it settles, be patient. It is a classic! Best ever in the original players pack.

It took me a very long time to develop but, if you have the right balls, you can destroy it in one shot!

SHRINKING CASTLE

CourtJester
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CourtJester
6,158 posts
Peasant

SHRINKING CASTLE

Typical AG on old threads - maybe this will work!

Trismegistus23
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Trismegistus23
271 posts
Nomad

Another thing that bugs me is rotating or changing the length of a thin piece. When a piece is at the thinnest in game setting it's a bit hard to rotate and especially change lengths. The buttons for rotation and lengthening are too close together, and since there are two for rotating it usually tries to do that when you want to change length. A lot of times you catch the wrong button or don't catch anything.
This becomes a real pain when trying to lengthen/rotate pieces coded even thinner. Although the set up is intuitive as it is it may be worth it to separate the rotate function.

Does anybody else find this to be an issue?

SSTG
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SSTG
13,055 posts
Treasurer

Another thing that bugs me is rotating or changing the length of a thin piece. When a piece is at the thinnest in game setting it's a bit hard to rotate and especially change lengths. The buttons for rotation and lengthening are too close together, and since there are two for rotating it usually tries to do that when you want to change length. A lot of times you catch the wrong button or don't catch anything.
This becomes a real pain when trying to lengthen/rotate pieces coded even thinner. Although the set up is intuitive as it is it may be worth it to separate the rotate function.

Does anybody else find this to be an issue?


Yes I do and I've already discussed it with joey. It seems that he wants to change that but I'm not sure so you should ask him directly. Besides that, I'm annoyed with the floating pieces and the vibrating arches.
Ernie15
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Ernie15
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Bard

So, what are those things that drive you nuts about the builder?


My #1 issue with the sharing service is that there's no way to view all levels by a user at once. Not so much an issue with the builder itself, but still pretty annoying.
Trismegistus23
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Trismegistus23
271 posts
Nomad

Considering the relative instability of horizontal pieces it's kind of amazing that this CtC2 adaptation is so stable:
Shrinking Castle 2 by Court Jester

I think it's because it was done all in code which would mean that it's the small imperfections you get when laying pieces by hand that causes them to start moving around. If you try to stack that many horizontal pieces by hand it's going to look like and earthquake, like this:

{"o":-1,"c":["bis,540,674.1,0.5,3,90","bis,545,664.2,0.5,3,90","bis,545,654.3,0.5,3,90","bis,540,644.4,0.5,3,90","bis,545,634.5,0.5,3,90","bis,545,624.6,0.5,3,90","bis,540,614.7,0.5,3,90","bis,545,604.9,0.5,3,90","bis,545,595,0.5,3,90","bis,540,585.2,0.5,3,90","bis,545,575.3,0.5,3,90","bis,545,565.4,0.5,3,90","bis,540,555.5,0.5,3,90","bis,545,545.6,0.5,3,90","bis,545.1,535.7,0.5,3,90","bis,540,525.8,0.5,3,90","bis,545.1,515.9,0.5,3,90","bis,545.1,506.1,0.5,3,90","bis,540,496.2,0.5,3,90","bis,545.1,486.3,0.5,3,90","bis,545.1,476.4,0.5,3,90","bis,540.1,466.5,0.5,3,90","bis,545.1,456.5,0.5,3,90","bis,545.1,446.6,0.5,3,90.1","bis,540.1,436.7,0.5,3,90.1","bis,545.1,426.8,0.5,3,90.1","bis,545.1,416.9,0.5,3,90.1","bis,540.1,406.9,0.5,3,90.1","bis,545.1,397,0.5,3,90.1","bis,545.1,387,0.5,3,90.1","bis,540.2,377,0.5,3,90.1","bis,545.2,367.1,0.5,3,90.1","bis,545.2,357.1,0.5,3,90.1","bis,540.2,347.1,0.5,3,90.1","bis,545.2,337.2,0.5,3,90.1","bis,545.2,327.2,0.5,3,90.1","bis,545.2,317.2,0.5,3,90.1","bis,550.2,307.2,0.5,3,90.1","bis,550.2,297.3,0.5,3,90.1","bis,545.2,287.3,0.5,3,90.2","bis,550.2,277.3,0.5,3,90.2","bis,550.3,267.4,0.5,3,90.1","bis,545.3,257.4,0.5,3,90.1","bis,550.3,247.4,0.5,3,90.2","bis,550.3,237.4,0.5,3,90.2","bis,545.3,227.5,0.5,3,90.1","bis,550.3,217.5,0.5,3,90.2","bis,550.3,207.5,0.5,3,90.2","bis,545.3,197.5,0.5,3,90.1","bis,550.4,187.6,0.5,3,90.2","bis,550.4,177.6,0.5,3,90.2","bis,545.5,167.6,0.5,3,90.2","bis,550.5,157.6,0.5,3,90.2","bis,550.6,147.6,0.5,3,90.2","bis,545.8,137.6,0.5,3,90.1","bis,550.8,127.6,0.5,3,90.1","bis,551,117.7,0.5,3,90.2"],"l":["tg","mg","bg","wc","id"],"r":["rw","rwc","rs","rsc","ri","ric","rb","rbc","rfb","rpb","rrb","rf","rl","rr","ra","rp"],&quot":"","n":"","t":[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]}

CourtJester
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CourtJester
6,158 posts
Peasant

Considering the relative instability of horizontal pieces it's kind of amazing that this CtC2 adaptation is so stable:
Shrinking Castle 2 by Court Jester


I am glad you found that one!

That one didn't work well in CTC2PP when I changed it to ice. Basically when I took the original code from CTCPP and converted it to CTC2, I didn't change any coordinates. All of the coded elements were precisely coordinated and I did not use the settle button. It seems that the Settle button moves stuff. As you stated before Tris, Choisart does not settle his amazing creations so, he must be doing it in an editor.

In CTCPP and CTC, I could use more decimal points for exact placement but Joey changed that in the editor. I think that these coordinates still work in CTC2PP but you cannot settle or they change. If you look at some of Charlesme's creations in the old game, he was using coords of 1000th's of a point.

If you look at your code above, you will see you only have 1/10th to deal with. CastleNovice (long time gone) did show me a way to code these entities using Excel. I will try to find that thread.

Theo/Retro and SSTG use placement in the editor to build and settle. That causes lag. Choisart built his stuff in another outside editor which still amazes me!

Thanks for finding that post BTW, I still have the raw code on one of my computers.
Theoprastus
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Theoprastus
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Nomad
SSTG
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SSTG
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Treasurer

I think I'm out of ideas now that I pretty much achieved all my goals of making a realistic looking castle so my building motivation is low at the moment. :/

SSTG
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SSTG
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Treasurer

My projectile hit their ammo depot, sending them up into the air with some Olympics gold winning back flips! xD

Theoprastus
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Theoprastus
2,197 posts
Nomad

JUNGLE VILLAGE - i got this idea from 'lay random'

SSTG
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SSTG
13,055 posts
Treasurer

KNIGHTS ACADEMY
The training of the new recruits is going well.
The wizard was about to bring his report to the prince when 2 up to no good peasants, attempting to blow up the building, dropped a torch on the ground right by the gun powder barrel, killing themselves and causing lots of destruction to the structure.
A CTC2PP soldier who was guarding the Trebuchet thought the knights were attempting a coup and started bombarding the academy. :O

SSTG
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SSTG
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Treasurer

JUNGLE VILLAGE

A mud slide occurred, causing a giant boulder to tumble down the mountain, and crushing all the houses. :O
Theoprastus
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Theoprastus
2,197 posts
Nomad
CourtJester
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CourtJester
6,158 posts
Peasant

KNIGHTS ACADEMY
Unfortunately, many people died trying to protect the King from CJ's wrath!

The Kings' Townhouse
Similar consequences as CJ is on a rage!
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