To understand why zombies are hitting certain blocks, stability visual filter should be enabled. In my experience zombies will always try and hit the blocks that compromise the stability of the structure.
Hi. First time here I think. Looked through your video base. That is a LOT of work and experimenting! I don't understand why your subs are not a lot higher. Well you can add one more for what it's worth. Thanks so much for all the work you've done just to post it out for the rest of us. I'm sure there are a lot of tips / tricks there I could use! Again, Thank you.
Hi afd, and thanks for the sub! I do enjoy the testing and experiments, especially when they find something that everyone can use! Hope you find lots of tips and tricks here :)
Cool! So a few redundant staircases and you're golden! For AFK, anyway. For combat it's difficult not to make anything explode, especially when cops can detonate demos. Thanks for this video!
I've done non-2d ramp bases like this. These days I use wedge60 blocks, which let you use a gentler slope so you don't have to build the base as high, and also let you aim robot turrets down the ramp. I solve the problem with zombies attacking the bottom of the staircase by making the base 5 blocks wide and putting a wall around the sides and by the front so they can't come to the side of the ramp. And when I haven't built those walls yet, I just shoot the zombies that are trying to hit the side of the ramp at the bottom. You can also reinforce the critical 2 or 3 blocks with steel, even if you don't have a crucible yet. I think if you gave your fighting position a way to see the zombies stuck on the side of the ramp and you shot at them, and reinforced 2 or 3 blocks with steel, the first version of the base with 1 staircase would have lasted the night. For cleanup and in case the staircase gets cut, grenades can work wonders. Whenever you have a base where you're aiming down a ramp, or that has a ramp up to a straight section, AP ammo and the penetrator perk work wonders. Especially with a sniper rifle, but I've recently run the numbers, and for construction workers, bikers, soldiers, and demos, the damage difference with even 1 point in penetrator is large, especially against demos. Giving yourself a little longer of a straight line for the zombies to run through will give you more time to kill them also. Headshots are particularly useful in this type of base, and in non-2d versions, having walls on either side helps keep the zombies from moving their heads as much. That block with the 2 walls on either side might be able to replicate that for a 2d base, though I can't tell if it would work or get the zombies stuck.
Here’s a base idea. Since we can’t hop on ok motorcycle or gyro on horde night anymore. Would it work if you build an elevated enclosed race track with turrets on top to shoot those pesky vultures while you make laps? Not sure if ground zombies stop spawning on vehicles completely but seems like a fun idea.
Fascinating what you learn with some interesting constraints, isn't it? The double plates were a good idea; getting zoms onto the staircase in the first place is usually the sticking point in my experience too.
The very first design without any fancy stuff. Just mirror the stairs on the other side and use doors to switch their pathing when the first one fails.
Yeah that'll probably work, but as you saw in my horde night (and the final 3 stair base) they went through 2 stairs in a night 2 out of 3 times, so sometimes the 3rd stairway is needed!
One technique I have used is to have multiple blocks of the same height in a row, then when the first and then second block at a level are destroyed a doable jump still exists. Also adding full half blocks on some spots adds even more of the same.
I think part of Glock's challenge, iirc, he gave himself a limited number of blocks to build with too, otherwise you could triple the height/length of the staircase and the zombies would space out/spend most of their time hopping up the ladder and not get bunched up
If you use a ramp instead of stairs they go faster and don’t get hung up as much at bottom. Also for the part where they slip off you really only need 1 block flat before starting the angle block. That way the spiders can’t make the jump
Challenge successfully completed I think. Sloped plates (flat thin ones) rather than stairs may work better and use less resources, though you would see the gazebo supports more. I don't know if they would interfere with pathing though.
I find the plates make the zombies "angrier" than the solid ramps or stairs, especially if they get into the gap underneath, but that's just a feeling rather than fully tested :)
That something i've never thought to use. a second layer of staircase :) thanks for the idea. With that idea, you can have inlimited staircases. (well you'd be limited by how far the AI will path away from you.
Hey. 🙂 Nice experiment. The wedges seemed to work quite well, maybe don't all the way up the ramp but only for the bottom block, so once on the ramp they won't get stuck behind each other anymore and could make it up more quickly, make room for the following ones. 🙂
Yeah it needed to flare up into that ramp block and it'd be perfect! Just the bottom two I think I tested and it performed similar to the cub 1/4 from memory.
How about taking the original ramp below the level of the ground so they can drop onto it? You could also carry it on to a stairway going back up again.
That's a good one! I didn't show it, but unfortunately what happens is they don't drop in, they just jump up from where the ramp comes up level with the ground. Definitely an option if you could dig a wider trench, but not for this challenge.
That'll mostly work, except that they did end up going through 2 stairways in two of the 3 tests, so I think the 3rd stairway is needed for the most robust outcome. Having the other side is good though, in case you accidentally blow up the top path just before the dropper.
I was thinking that you might be able to break up the structure with multiple ladder columns to provide more paths. They would create a 1-block gap at the top but that's jumpable I think. And still with the stairs for dogs and the final path.
A couple questions for anyone: 1. I believe when you drop zoms into water it keeps them from going into rage mode. But do they take damage from the drop into water? 2. My friends and I are getting radiated zombies in our level one and two POI‘s. We have opened up tier five, but we sometimes do a one or two, depending on how close or how much time we have. My game stage is 67, theirs are both 83 (I missed a few sessions). Is it possible the game stages are being added together to make a game stage high enough for us to actually get radiated zombies? I know this has nothing to do with the current video, but I was pretty sure that Mr. Pancake or one of his numerous intelligent viewers could help me out. Thanks in advance.
1: even if they do take fall damage, they're so resistant to it it's unnoticeable. 2: yeah, game stages do some math to figure out where you're actually at when you're partied. Couldn't tell you the precise formula but yes, higher level party members do affect the net game stage.
Good idea, but unfortunately what happens with that is that the zombies find the 4th block in on the ramp, where it becomes a full size block, and jump up there, ignoring anything past it. and smash on the next block higher from that anyway, so it doesn't change the outcome - it's a good idea for sure, but doesn't help unfortunately.
The constructor has blocks that zombies try to avoid, they look like honeycombs or waffles, and if you build a foundation around load-bearing structures from them, the zombies will not damage them. But that's not all, you can create a kind of labyrinth from these blocks, you can direct their path, the zombies will have to run for a long time to the point of ascent back and during this time they can lose their rage, that is, they will stop hitting everything around them. Such a foundation-platform can be created even from wooden blocks, this does not require a lot of resources or time.
@@HowardsCat I understand, but the foundation platform can be of any size and with its help you can force zombies to approach the start of the climb from the right side.
la rampa de subida debería estar posicionada de frente al punto de caída de los zombis y la estructura es demasiado alta, he visto ese error en numerosas ocasiones lo reconoces porque los zombis se quedan pegándole al aire cuando llegan al puente.
Nothing significant unfortunately - up to a maximum of 33% from a fall, however at this low height they might only take a couple of points per fall. If you're interested in all the detail check out: ua-cam.com/video/QBnjz2nDLbo/v-deo.html
Do you mean the poi preview image? For that in the poi editor, select the level tools icon at the top ( looks like hammer and bricks) then click the update prefab thumbnail button. You can use the show screenshot bounds to help get it angled right
@@CautiousPancake TY TY TY TY now i can make the modular SWAMP POI and as big as i want it. oh how tall can you make a POI have an idea for a new POI & CHALLENGE.
@@anyamarie42 Sorry for the slow response anya - but you can make them up to the build ceiling. I forget the actual limit - but it's around +200 elevation on the map.
@CautiousPancake - Swap out the stairs with a Dirt Ramp, because of the Zombie programming, they will not attack the Dirt Blocks, if the Player is above the Zombie in elevation
Hey AWESOME base! I love the challenge that the 2d base presents 😁
Thanks Tem, it's deceptive this one, much harder than I thought! Thanks for your original idea and base, which was much prettier than mine 🤣
To understand why zombies are hitting certain blocks, stability visual filter should be enabled. In my experience zombies will always try and hit the blocks that compromise the stability of the structure.
Hi. First time here I think. Looked through your video base. That is a LOT of work and experimenting! I don't understand why your subs are not a lot higher. Well you can add one more for what it's worth. Thanks so much for all the work you've done just to post it out for the rest of us. I'm sure there are a lot of tips / tricks there I could use! Again, Thank you.
Hi afd, and thanks for the sub! I do enjoy the testing and experiments, especially when they find something that everyone can use! Hope you find lots of tips and tricks here :)
There are a few ideas here for my horde base that is thankfully still under construction. You never disappoint, another great video.
Thanks PJF!
Cool! So a few redundant staircases and you're golden! For AFK, anyway. For combat it's difficult not to make anything explode, especially when cops can detonate demos. Thanks for this video!
Thanks and yeah the overlapping staircases are good to help keep things going!
I've done non-2d ramp bases like this. These days I use wedge60 blocks, which let you use a gentler slope so you don't have to build the base as high, and also let you aim robot turrets down the ramp.
I solve the problem with zombies attacking the bottom of the staircase by making the base 5 blocks wide and putting a wall around the sides and by the front so they can't come to the side of the ramp. And when I haven't built those walls yet, I just shoot the zombies that are trying to hit the side of the ramp at the bottom. You can also reinforce the critical 2 or 3 blocks with steel, even if you don't have a crucible yet. I think if you gave your fighting position a way to see the zombies stuck on the side of the ramp and you shot at them, and reinforced 2 or 3 blocks with steel, the first version of the base with 1 staircase would have lasted the night.
For cleanup and in case the staircase gets cut, grenades can work wonders.
Whenever you have a base where you're aiming down a ramp, or that has a ramp up to a straight section, AP ammo and the penetrator perk work wonders. Especially with a sniper rifle, but I've recently run the numbers, and for construction workers, bikers, soldiers, and demos, the damage difference with even 1 point in penetrator is large, especially against demos. Giving yourself a little longer of a straight line for the zombies to run through will give you more time to kill them also.
Headshots are particularly useful in this type of base, and in non-2d versions, having walls on either side helps keep the zombies from moving their heads as much. That block with the 2 walls on either side might be able to replicate that for a 2d base, though I can't tell if it would work or get the zombies stuck.
Some great ideas here and a ton of work CP
Thanks! I hope they come in handy!
Here’s a base idea. Since we can’t hop on ok motorcycle or gyro on horde night anymore.
Would it work if you build an elevated enclosed race track with turrets on top to shoot those pesky vultures while you make laps? Not sure if ground zombies stop spawning on vehicles completely but seems like a fun idea.
Fascinating what you learn with some interesting constraints, isn't it? The double plates were a good idea; getting zoms onto the staircase in the first place is usually the sticking point in my experience too.
Thanks and agree completely, I fully thought the double plates were going to be it, and then it failed miserably :D
It would make a great screensaver from the side!
The very first design without any fancy stuff. Just mirror the stairs on the other side and use doors to switch their pathing when the first one fails.
Yeah that'll probably work, but as you saw in my horde night (and the final 3 stair base) they went through 2 stairs in a night 2 out of 3 times, so sometimes the 3rd stairway is needed!
I've been playing 7 since there was literally only 7 days, I have learned so much from you about pathing and agro and cop spit, thnks brother
You're welcome my man, glad to have you along!
Cautious Pancake always delivers with bases
Thanks Raida!
One technique I have used is to have multiple blocks of the same height in a row, then when the first and then second block at a level are destroyed a doable jump still exists. Also adding full half blocks on some spots adds even more of the same.
I think part of Glock's challenge, iirc, he gave himself a limited number of blocks to build with too, otherwise you could triple the height/length of the staircase and the zombies would space out/spend most of their time hopping up the ladder and not get bunched up
If you use a ramp instead of stairs they go faster and don’t get hung up as much at bottom. Also for the part where they slip off you really only need 1 block flat before starting the angle block. That way the spiders can’t make the jump
Challenge successfully completed I think.
Sloped plates (flat thin ones) rather than stairs may work better and use less resources, though you would see the gazebo supports more. I don't know if they would interfere with pathing though.
I find the plates make the zombies "angrier" than the solid ramps or stairs, especially if they get into the gap underneath, but that's just a feeling rather than fully tested :)
That something i've never thought to use. a second layer of staircase :) thanks for the idea. With that idea, you can have inlimited staircases. (well you'd be limited by how far the AI will path away from you.
Yeah for sure you could keep stacking them!
Brilliant design!
Thank you very much!
great build, possible 1m holes to bed rock below zed dropper, no problem with looping
Hey. 🙂 Nice experiment. The wedges seemed to work quite well, maybe don't all the way up the ramp but only for the bottom block, so once on the ramp they won't get stuck behind each other anymore and could make it up more quickly, make room for the following ones. 🙂
Yeah it needed to flare up into that ramp block and it'd be perfect! Just the bottom two I think I tested and it performed similar to the cub 1/4 from memory.
good work pancake :-D
Thanks MrMac!
I just watched JaWoodle try to take a motorcycle around a loop. What if instead of stairs you made a very gradual slope? They may not beat on it?
How about taking the original ramp below the level of the ground so they can drop onto it? You could also carry it on to a stairway going back up again.
That's a good one! I didn't show it, but unfortunately what happens is they don't drop in, they just jump up from where the ramp comes up level with the ground. Definitely an option if you could dig a wider trench, but not for this challenge.
Mirror the path on the otherside (where your ladder is) and place horizontal doors to turn the paths on and off.
That'll mostly work, except that they did end up going through 2 stairways in two of the 3 tests, so I think the 3rd stairway is needed for the most robust outcome. Having the other side is good though, in case you accidentally blow up the top path just before the dropper.
Interesting and funny. Good work, thank you.
Thank you too, glad you enjoyed it!
I was thinking that you might be able to break up the structure with multiple ladder columns to provide more paths. They would create a 1-block gap at the top but that's jumpable I think. And still with the stairs for dogs and the final path.
For the first base using ramps or inside ang;ed staircase blocks will keep them from getting stuck on the sides of the stairs
Ramp block works much the same and inside angles are ok, but only from one side 🤔
Would making the path longer to keep more zombies running prevent the clumping?
Yes it would 100%. That was on my list if I couldn't come up with anything else :)
If i get back into this game im just installing a mid that prevents normal zombies from being able to eat stone, concyand metal.
A couple questions for anyone:
1. I believe when you drop zoms into water it keeps them from going into rage mode. But do they take damage from the drop into water?
2. My friends and I are getting radiated zombies in our level one and two POI‘s. We have opened up tier five, but we sometimes do a one or two, depending on how close or how much time we have. My game stage is 67, theirs are both 83 (I missed a few sessions). Is it possible the game stages are being added together to make a game stage high enough for us to actually get radiated zombies?
I know this has nothing to do with the current video, but I was pretty sure that Mr. Pancake or one of his numerous intelligent viewers could help me out. Thanks in advance.
1: even if they do take fall damage, they're so resistant to it it's unnoticeable.
2: yeah, game stages do some math to figure out where you're actually at when you're partied. Couldn't tell you the precise formula but yes, higher level party members do affect the net game stage.
idea: lower the ramp's incline at the end to be very shallow (1/4 ramp) and so the zombies will be able to step on the ramp from the side
Good idea, but unfortunately what happens with that is that the zombies find the 4th block in on the ramp, where it becomes a full size block, and jump up there, ignoring anything past it. and smash on the next block higher from that anyway, so it doesn't change the outcome - it's a good idea for sure, but doesn't help unfortunately.
Should have tried a funnel starting point
What do you mean by a funnel (and is it 1-block only?)
20:29 What the dog doin?
Dire wolf pathing is pretty bad still - sometimes they just get confused and want to smack a wall.
Great video, CP !
Could you simply build staircases on both the left and the right ? Front and back ? and still keep the entire base one block wide ?
Seems like you could... but then you'll have zoms coming from two directions. Plan accordingly.
The constructor has blocks that zombies try to avoid, they look like honeycombs or waffles, and if you build a foundation around load-bearing structures from them, the zombies will not damage them. But that's not all, you can create a kind of labyrinth from these blocks, you can direct their path, the zombies will have to run for a long time to the point of ascent back and during this time they can lose their rage, that is, they will stop hitting everything around them. Such a foundation-platform can be created even from wooden blocks, this does not require a lot of resources or time.
The challenge is to build a one block wide functional base. Building around the foundation would make it too wide and fail the challenge.
@@HowardsCat
I understand, but the foundation platform can be of any size and with its help you can force zombies to approach the start of the climb from the right side.
la rampa de subida debería estar posicionada de frente al punto de caída de los zombis y la estructura es demasiado alta, he visto ese error en numerosas ocasiones lo reconoces porque los zombis se quedan pegándole al aire cuando llegan al puente.
Do zombies not take fall damage?
Nothing significant unfortunately - up to a maximum of 33% from a fall, however at this low height they might only take a couple of points per fall. If you're interested in all the detail check out: ua-cam.com/video/QBnjz2nDLbo/v-deo.html
how do you make a preview of a POI you create?
Do you mean the poi preview image? For that in the poi editor, select the level tools icon at the top ( looks like hammer and bricks) then click the update prefab thumbnail button. You can use the show screenshot bounds to help get it angled right
@@CautiousPancake TY TY TY TY now i can make the modular SWAMP POI and as big as i want it.
oh how tall can you make a POI have an idea for a new POI & CHALLENGE.
@@anyamarie42 Sorry for the slow response anya - but you can make them up to the build ceiling. I forget the actual limit - but it's around +200 elevation on the map.
@@CautiousPancake so, would it be possible to make a 25 tp 35 story building?
also how do you rotate blocks?
@@CautiousPancake oh and are there carpet blocks?
@CautiousPancake - Swap out the stairs with a Dirt Ramp, because of the Zombie programming, they will not attack the Dirt Blocks, if the Player is above the Zombie in elevation
True, but with my terrible aim, a cop or demo explosion is going to do bad things to dirt 😀