Hope you all have a better understanding of how to deal with cops! And since taco felt my trap design was too convoluted for newer players, she suggested I make the base available for everyone to try. And I thought that was a great idea! Do note the dart trap design is not necessary to the build and a simple path with the fighting position will wreck the horde as the darts aren't used during the horde anyway :) CHECK OUT our latest 80+ Base Beginner Tips video which covers a variety of important topics! ua-cam.com/video/axnzB-CdVFQ/v-deo.html Feel free to try it out by downloading the file here: drive.google.com/file/d/1gD0JoT7blCdJotNYxLS_mrzbD148hddF/view?usp=drive_link Have fun! Eagle-eyed viewers might spot a tweak I made in the downloaded version of the base design. Bonus points for new players if they can guess the purpose of the change :) Speaking of new players, we received several comments in our recent videos from new players about showing more build steps and being a bit slower. We heard you all so we experimented with that here! Love it or hate it? Let us know below!
You guys are legends for making the base available to the rest of us to play around with! Lots of good ideas in this video, thanks for the great content.
For this build specifically, thank goodness for the new "copy block and rotation" option. Without that, this base would have taken forever to do. Great idea, great editing, and good information. Apparently your ideas are very much like my bad jokes: endless!
Great episode! I can appreciate the extra steps shown for newer players. If I didn't need to see it I could skip ahead, even though I watched the whole thing because I love building. As always, Taco was on her game and did a great job editing as was the commentary. Great job!
great build bro! i bet if you built it 13 blocks high you wouldnt have them go into rage mode when they fall...then they wouldnt attack the zigzag support pillars....incredible design man....kudos
Great job with all the testing and base building Pseudo Posse! It's a lot of work to do testing... I've been doing my own to optimize the pit base, using explosives, as I feel it is optimal for maximizing kills and experience as fast as possible. The ideal for me is to get all zombies to the bottom of the pit as fast as possible and for them to not pause at the fall mechanism or cops to stop and spit on their way to the bottom either. Some issues are of course the ragdoll effect from explosion will push them into adjacent terrain yet not kill them where they then proceed to dig and do damage. To counter this ragdoll bug, I need to use void areas around the pit with traps to kill them off as they will wreck things otherwise. Pit bases are easy early hordes but can get complex late horde to handle this issue. :)
THANK YOU! This is awesome and you are so sweet to go through all the testing and recording to pass this info on to all of us. I wish I could a million thumbs up and will definitely be sharing with everyone I know.
Theory: If you cover a cube with a half plate outside, they will see through the half plate outside and the full cube like it's just like 1 block. To borrow a term from a different game "lag shot" from empyrion galactic survival.
That's a pretty amazing horde base design! ...which only reaffirms my decision to turn off blood moons to stay out of the war between the devs and the exploiters to see who can out-cheese who. (There are *PLENTY* of other ways to ensure a 'spicy' run which don't require a spreadsheet to minmax everything.)
this is great, we've just had our second blood moon and had a half dozen coppers turn up. We're pondering what modifications we should make to the base to minimise cop spit in our next expansion!
My base prevents cop spit completely by hiding me inside full block shapes until the zombies are in point blank range in front of my fighting position. Cops at point blank don't bother with spit and simply beat on the fighting position like any other zombie.
Thanks a lot for this. I learned a lot in base designing. I will definitely adopt your designs in my base building. I have been designing a base just like this and with your help I think I have finished the design in my head, just need to build it. More power to your channel. 😊
@@pseudoposse definitely helpful. I was thinking of a building three type of base in 1. I specially like your gauntlet type of base just like when after the horde night is over you let the leftover zombies inside your base in purpose for them to be sent to the dart room which I find very clever. Also since I play with two of my friends I have been designing for the longest time to combine melee area in front for my melee friend, rhis area will be the front line where the zombies will mainly path. Then, a pit with explosive shoots for my precision type friend, this will be where the falling zombies will be collected and I like the idea of having light bulbs connected to a trip wire or pressure plates to know which shoot to place the grenades or any explosives. Lastly, a gaunlet/trap area for my int build to finish off some of the zombies that got through the melee qnd pit areas. This way we will each have our own stations and really need to communicate with each other on what's happening in each area. I just need to design escape points or fall back area in case one of the areas have been breached. Though I am not a gonna build a cheese base since I enjoy the thrill when the horde has a chance to breach the base. Also, when will you have another series? I really enjoyed your duo with Taco. The last series you made which was unfortunately cut short since v 1.0 was coming and I have been wanting to watch more.
@@paulodiaz5774 I'm very happy I could inspire your build, it sounds like it is coming along nicely! I can totally understand not wanting to do a cheese base while you play. Taco and I don't like to cheese too hard while we play. Speaking of which, we are thinking to start recording a new series of sorts within the next week or so. We have a massive video coming out sometime over the weekend that we have been busy on for awhile so pretty excited about that one :)
Having a base higher than 13 blocks with a way for the zombies to reach you should prevent the zombies from going into destroy everything mode. Building your base really high should prevent them from landing on each other and triggering destroy everything mode.
Just made this (minus the dart traps for morning clear up ... i just go out with my silenced SMG and clear up that way) It worked perfectly on my day 63 Wasteland insane 64 max Z's setting run ... one staircase was lost but the other held out ... i actually got so bored during horde night I jumped on the roof to spray with my m60 ... cops still did not spit ... i did make a couple of adjustments ... 4 SMG turrets on the roof for the vultures and i have added two more stairways on each route (making three in total for each run) that gives the Z's 6 routes to get to the runway and then they follow the normal two paths .. thanks
Sounds really awesome, you're welcome! Another adjustment you can make for some more action is to replace (some or all) the vertical pillar 0.0125m centered shapes just outside of the fighting platform with a regular cube or equivalent shape. This way all zombies that make it past the ramps will reach you.
great job, i´m very thankful i found the video to get some ideas how to deal with bloodmoons in mid or endgame, fast speed and all, and i love to translate it building my own thing, but for me personally there´s a little too less zombies coming to the fighting position, cause it works too well xD i also added some stuff to slow them more down on their way back up like jumping and such, and i wonder if there is another frame, that sorts out the zombies just slightly less. nevertheless, thanks you so much, the zick zack frame works very well :) great and funny video
It is fantastic you've gotten plenty of use from these ideas! You can absolutely use shapes to control the flow of zombies. Even just using the pilar 0.0125 meter centered shapes, making it shorter will allow more zombies to path by. For more ideas, you should check out our recent tips video: ua-cam.com/video/axnzB-CdVFQ/v-deo.html
I think that you should add some blade traps that will slice up zombies going across the walkway to the base. You can hook them up to a lever and timer relay to have it clean up leftover zombies during the morning after horde night. You should also have dart traps on the roof above you that are hooked up to a motion sensor and connected to a lever to turn on for taking care of the vultures during horde night.
You could certainly add more electric traps to help you out throughout the horde! Spikes on the roof are more than enough to take care of vultures but certainly darts or blade traps can also do the trick. Blade traps when placed along a zombie path can be risky as they are very fragile. I usually like to keep them within repairable range.
Nifty base, but man this defines overengineering! You have some great ideas here, particularly the grenade chutes with the lights above to indicate where the zombs are! Good shit.
I like to provide options for people with different levels of building interest. The basic path and fighting position for those who just want something simple. And the more complex trap setup for those with a different mindset :D
@@pseudoposse I hope you don't think I mean overengineering as a pejorative! However, I do think videos may overwhelm the novice builders even with your timestamps and current video structure! Either way, loving what you're doing!
@@SBChaevok No you are not alone, Taco disapproves my overengineering before she started editing and refused editing from the beginning Lol. Thanks for the comments and we are glad you still enjoy it!
Hah! That cop spit Taco intro...really loving your vids. Well articulated, explained and edited. For Science! The light bulb zombie indicator chutes are genius.
Another great build video. BUT very material intensive. Seems to me a straight forward build that drops the zoms into a hole to contain them would be much easier and quicker to build. Add a couple of angled grenade shoots to clear out the zoms in the hole once in a while. Big difference between A21 and V1.0 is that the zoms keep coming all night and early AM in V1.0. So letting the zoms "stew" for a while in the hole would reduce the total number of zoms that spawn in one whole night, lessening the chance of you getting deaded and/or the base being damaged as badly. As a side note you could explore making a hoard base/area the is completely organic, that is built from nothing but soil in its various forms and trees/shrubbery.
The hole idea is really great! The version I showed was definitely a later game design. But as I did mention multiple times, the dart trap kill zone is optional and is simply meant to be a post horde cleanup apparatus. All you really need is the path and a much smaller tower with your fighting position which would save a ton of materials and still work in the lategame as the dart traps aren't even used for the horde itself (just post horde). But absolutely agreed, if you want a simple design to employ during the horde to help with cops, a hole would do quite nicely! Thanks for sharing :) EDIT: The organic base idea is an interesting idea!!
Just like during horde night a bit of speed up during the no-voice-building would have been nice. Nevertheless that was an enjoyable calm part of the video.
The police will only spit if they can see you, there are some ways to avoid it such as building a high base with 14 blocks and at the beginning of the path (death row) you place robotic sledgehammers or even the fence to prevent them from spitting when they see you. And of course, using square or well-reinforced blocks also avoids this
If you drop those ramps in the floor where you did you're you cubes to boost your height you can drop down for some really easy group melee or some upward shooting to deal with demos a little better. angle the tips up to make a V shape so players can drop in. good for dogs and crawlers too. could just do one side low and one side high and pick depending on situation. stay high for loads of head shots then drop down for dogs and crawlers.
Thanks for the suggestion! I believe you had mentioned that in a previous video but I had already recorded this one before I was able to give it a try.
@@pseudoposse Yes I did. But in this one you used the other ramp blocks. I was using the older standard V shaped ramp but now there are several others that are cop proof that may also work. I didn't know the newer ones where cop proof. It's really good news for base building. we gotta get this info over to GNS so his bases are safer then they usually are.
@@pseudoposse Oh and I found in some testing this V drop desighn works best with a switchback desighn so the cops can't look in your direction till they are at the top and at a much better headset position. The higher and wider you can make the wings (the stair part that ramps up and the back part the connects to the tightrope walkway)of the switch back the better. I do a double ramp in the front that draws the zombies in only from the front. looks like a fork from the top. it's a little slower to get them back onto the tightrope walkway but blocks more cops. I hope that all makes sense. lol
@@skyknight6467 Ah I see what you are saying. Yeah the new ramp shapes would work for that purpose. Though to be fair, the old ramp shapes are also cop spit safe :) I am not sure if I am quite following your switch back design as you described.
@@pseudoposse #stairs down to ground # fighting V+ # position V+-----ballistertightrope---- # V+ # # #stairs down to ground # is solid cubes from ground to fighting height. Usually 11 high (minimum) the V is the two rams next to each other to create a vally + is two sets of the new pole 4 way attached to each other. I usually set this up to hang off a building to save on materials and set up a crafting area safely behind it. maybe add a full block wall to block spit on the off chance it breaks enough blocks to go flying in the direction of the crafting area. with space to walk around the wall from area to area # # crafting # fighting #---- # # Not really a switch back but could be. I find this set up works really well with cops. they have no chance to see you untill they top the stairs, unless you have a large open fighting area then they can see you from the side of the stairs.
Why I miss Rebar frames. Whole wasting wood and cobblestone is silly if you are a spaz like me and place blocks wrong all time so have to use the ones can pick up.
@@gwhitty12 Now that we can copy a block's shape and rotation in one action, just laying everything out using frames and then replacing the frames with the actual final blocks has become feasible. Optimal would be upgrading using blocks and giving you back the block you upgraded. But it's certainly better than in A21.
i had to experiment in a darkness falls base and i found scaffold ladder placed Vertically with a space between it and a steel hatch with combined with a very diff pathway for them to run across i wasnt get shot or even hit via the spit or even fire spit
11:10 - The crown corner shapes - why not rotate them so the gap is vertical instead of horizontal? I used this successfully in A21 bases. It's still sorta wonky, but makes it much easier to melee or shoot through.
Wow, thanks so much for putting this together! I watched one of your earlier videos with base building tips, and have used the thin windows to lessen the spit. Do those still work in 1.0?
Is there a reason for doing the tests starting at 6:40 with a 45° approach of the cops? You might actually be covered by a full cube when they get into spit range that way.
There isn't a particular reason for spawning the cops at that angle. It is likely that if a non safe block is used on a wall not between you and the cop, that they wouldn't spit.
if hatches are spit magnets, do they only spit when ur behind the hatch or do they spit at any hatch nearby? could you just put tons of hatches all over the place to draw their spit away from you? what happens if you have multiple thickness of hatches between you and the cops?
In Alpha 21, they would spit at the hatches even if the player wasn't directly behind them. They could be on the side of the base and they would still spit. This does seem to be changed in 1.0.
@@pseudoposse why not just put a bunch of the really cheap hatches all around the outskirts of your base then so they just spit at those? like the wood or iron ones? give them so many options that the chances they get you are super low... you could put up lots of cameras too to do a reporting cops misconduct base? lol you know like those guys like the civil rights lawyer who reports illegal actions done by cops?
This is amazing but I really need to go back to basics again on wiring because this is just incredible but too intricate for my dodo brain to understand 😅
@pseudoposse Thank you so much! I will right now and appreciate the link. I got a little overwhelmed but only because your builds are incredible and monster lol. I may have to scale my builds up once I can get closer to your level Edit: Oh snap, I've actually seen that first and then found this vid. I'll rewatch it though, thanks again Ps I noticed there a a few silent moments showing what you're doing in between explaining what you're doing which helps a lot seeing and hearing it. If you're ever looking for filler for the silent bits maybe you could include your way of thinking, like your reasoning for doing it? I'm not sure if that makes sense. Like I enjoy the steps but maybe add your own reasoning for doing it and why you prefer it but people could do such and such. I'll sub now because I'm sure I'll learn a lot more from your videos
as it seems they now are letting screamers see you through blocks like cops can, perhaps it's time for a version of this to make screamers never see you when just chilling in base?
In the early alpha's maze base where the way and you made it bigger and bigger usual out of a tall poi cops never had a chance to spit . Wouldn't it be easier to use trigger plates down the dart traps
Do you know if gravity has changed? I've had way more underground mining trips collapse on me way more in this update and tbh on older version's i don't think I've ever been in a situation.
I don't think the rules for structural stability have changed dramatically. Keep in mind when mining, you should always support the terrain above you if you are digging horizontal tunnels that are large.
@@pseudoposse yeah true but i havent changed my mining habits and it has never occurred this much beforehand so i just thought maybe they changed how it worked since it even looks different when it drops now
They do spit at people who are behind a solid wall. I have seen it multiple times on multiple different UA-cam sites. They do like to target the weakest blocks that are between them and their target.
@pseudoposse they will spit at a solid cube when it is of a lower strength, if you have all cement blocks in a wall and a wooden block between your head and them. This seems to happen more often with multiple level structures.
For turrets like the smg and shotgun, you'll want to place something in front of them that will allow them to shoot while not taking damage. Railings are bars are perfectly suitable for that.
This base can definitely hold up in the lategame as long as you maintain it. This is definitely a bit overkill for the early game but you can continue to expand with each horde.
Orientation of the ramp sections relative to each other does matter. If they zig zag incorrectly, zombies won't reliably fall down. You could download the file for the cop base I built in the video (link in my pinned comment and description) and check how i built my ramps and compare to what you did. Good luck!
Most cops fall within the zig zag region. It is possible, but rare that one can make it across. Demos have a better chance to make it across. But as long as you headshot them, no explosions. Since only a handful reach you at a time, focus firing on a demo is very easy.
Most people like simple cubes, your structure complicates things. You playing Walmart music in the background. Really! 😂👎 I wish 7d2d would introduce workshop like Empyrion game has where you can spawn structures from your previously build blueprint, that would revolutionize this game, more people would create nice structures and save them for others to spawn. We need this here !!! 🤔👍
Hope you all have a better understanding of how to deal with cops! And since taco felt my trap design was too convoluted for newer players, she suggested I make the base available for everyone to try. And I thought that was a great idea! Do note the dart trap design is not necessary to the build and a simple path with the fighting position will wreck the horde as the darts aren't used during the horde anyway :)
CHECK OUT our latest 80+ Base Beginner Tips video which covers a variety of important topics! ua-cam.com/video/axnzB-CdVFQ/v-deo.html
Feel free to try it out by downloading the file here: drive.google.com/file/d/1gD0JoT7blCdJotNYxLS_mrzbD148hddF/view?usp=drive_link
Have fun!
Eagle-eyed viewers might spot a tweak I made in the downloaded version of the base design. Bonus points for new players if they can guess the purpose of the change :)
Speaking of new players, we received several comments in our recent videos from new players about showing more build steps and being a bit slower. We heard you all so we experimented with that here! Love it or hate it? Let us know below!
Holy cow. I can't imagine how long this would take to build outside of god mode but this is a badass base design.
Thanks a lot for this.
I sent you a message on Discord about something Reguarding 1.0 Modding
Can't believe I watched a 40 minute video on vomit and found it enjoyable. You and taco are truly artists!
Believe it hahaha 😆
That makes a few of us 😂
Let's just stop for a second and appreciate the best use for smooth jazz in a video: constructing zombie munching machines.
Most certainly :D
You guys are legends for making the base available to the rest of us to play around with! Lots of good ideas in this video, thanks for the great content.
No problem, enjoy the base!
For this build specifically, thank goodness for the new "copy block and rotation" option. Without that, this base would have taken forever to do.
Great idea, great editing, and good information. Apparently your ideas are very much like my bad jokes: endless!
Sometimes a bad joke is so bad, it becomes good 😁. But yeah, the copy block and rotation is a godsend!! I long wished for that capability.
Great episode! I can appreciate the extra steps shown for newer players. If I didn't need to see it I could skip ahead, even though I watched the whole thing because I love building. As always, Taco was on her game and did a great job editing as was the commentary. Great job!
Glad you enjoyed it and liked the additions for the newer players! Taco thanks you for your compliments to her editing ☺️.
great build bro! i bet if you built it 13 blocks high you wouldnt have them go into rage mode when they fall...then they wouldnt attack the zigzag support pillars....incredible design man....kudos
Yeah building higher or better supports would make it hold up throughout the night. Thanks for the input and catch you in the next build :)
GREAT stuff! Very glad to see iron hatch works now. I really like that block.
Me too! It didn't make sense how it worked in alpha 21.
Great job with all the testing and base building Pseudo Posse! It's a lot of work to do testing... I've been doing my own to optimize the pit base, using explosives, as I feel it is optimal for maximizing kills and experience as fast as possible. The ideal for me is to get all zombies to the bottom of the pit as fast as possible and for them to not pause at the fall mechanism or cops to stop and spit on their way to the bottom either. Some issues are of course the ragdoll effect from explosion will push them into adjacent terrain yet not kill them where they then proceed to dig and do damage. To counter this ragdoll bug, I need to use void areas around the pit with traps to kill them off as they will wreck things otherwise. Pit bases are easy early hordes but can get complex late horde to handle this issue. :)
Very awesome, sounds like you've worked through the kinks in your design!
THANK YOU! This is awesome and you are so sweet to go through all the testing and recording to pass this info on to all of us. I wish I could a million thumbs up and will definitely be sharing with everyone I know.
You're welcome! Glad to know that your single thumbs up has the power of one million ☺️
Thank you very much for your effort put into this, I could only imagine how much it was put into this video alone. Great job!
It was a lot of work, thanks for watching!
Theory: If you cover a cube with a half plate outside, they will see through the half plate outside and the full cube like it's just like 1 block. To borrow a term from a different game "lag shot" from empyrion galactic survival.
That may have been exactly how it worked in alpha 21 :D
So many good ideas in your videos, thanks. Nice montages too.
And the iron hatches, cannot believe it 😅.
We appreciate that, thank you! I was pleasantly surprised about the iron hatches as well 😊
I just watched a LOT of cops and spit for 40 mins but didn't even get mad once! Nice job posse.
One can never have too much spit :D
Yes, friends, I'm spending a friday night carefully studying video game spit, and proud of it!
And I spent several hours carefully testing spit. We are all students of the green slime :D
Something about elevator music as you build a base to avoid cops vomiting on you is the perfect choice.
It just makes sense :D
The cops being able to see through most of the blocks except full is super annoying. Thanks for finding out about the circles and new ramps that work.
It really is which limits the cube type blocks that are usable. At least more non cube variety of blocks are safe.
Like you said, a facade over the safe blocks would work, to dress up the horde base a bit 😁 just to get demo'ed on bloodmoons
That's a pretty amazing horde base design!
...which only reaffirms my decision to turn off blood moons to stay out of the war between the devs and the exploiters to see who can out-cheese who. (There are *PLENTY* of other ways to ensure a 'spicy' run which don't require a spreadsheet to minmax everything.)
Glad you think so! Cop spit is a bit janky but it has more or less been the same for a while, and actually has gotten a bit better since last alpha.
this is great, we've just had our second blood moon and had a half dozen coppers turn up.
We're pondering what modifications we should make to the base to minimise cop spit in our next expansion!
Well this should help, good luck!!
i am glad that there is cop spit ... this keeps me awake - the constant bang from my sniper rifle makes my always sleepy
Got to give yourself a dose of adrenaline I suppose :D
The music selection...I like...don't know why....and yet hilarious....
Taco picks out all the music, she's happy you like it :)
My base prevents cop spit completely by hiding me inside full block shapes until the zombies are in point blank range in front of my fighting position. Cops at point blank don't bother with spit and simply beat on the fighting position like any other zombie.
Such is the power of full cubes! They'll definitely do the job :)
Thanks a lot for this. I learned a lot in base designing. I will definitely adopt your designs in my base building. I have been designing a base just like this and with your help I think I have finished the design in my head, just need to build it. More power to your channel. 😊
Glad it was helpful! Best of luck with your design!
@@pseudoposse definitely helpful. I was thinking of a building three type of base in 1. I specially like your gauntlet type of base just like when after the horde night is over you let the leftover zombies inside your base in purpose for them to be sent to the dart room which I find very clever. Also since I play with two of my friends I have been designing for the longest time to combine melee area in front for my melee friend, rhis area will be the front line where the zombies will mainly path. Then, a pit with explosive shoots for my precision type friend, this will be where the falling zombies will be collected and I like the idea of having light bulbs connected to a trip wire or pressure plates to know which shoot to place the grenades or any explosives. Lastly, a gaunlet/trap area for my int build to finish off some of the zombies that got through the melee qnd pit areas. This way we will each have our own stations and really need to communicate with each other on what's happening in each area. I just need to design escape points or fall back area in case one of the areas have been breached.
Though I am not a gonna build a cheese base since I enjoy the thrill when the horde has a chance to breach the base.
Also, when will you have another series? I really enjoyed your duo with Taco. The last series you made which was unfortunately cut short since v 1.0 was coming and I have been wanting to watch more.
@@paulodiaz5774 I'm very happy I could inspire your build, it sounds like it is coming along nicely! I can totally understand not wanting to do a cheese base while you play. Taco and I don't like to cheese too hard while we play. Speaking of which, we are thinking to start recording a new series of sorts within the next week or so. We have a massive video coming out sometime over the weekend that we have been busy on for awhile so pretty excited about that one :)
Having a base higher than 13 blocks with a way for the zombies to reach you should prevent the zombies from going into destroy everything mode. Building your base really high should prevent them from landing on each other and triggering destroy everything mode.
That is correct :)
Very good editing Taco. Very interresting videos. I learned so many things with you. Bon travail !
Happy to hear that!
Bummie, you are a mad genius.
Muwhahahaha
Thank you for your hard work and dedication
Absolutely, you're welcome :)
Thank you for all the wonderful testing you do
Our pleasure!
Talk about building a better mousetrap! I follow all the major 7 days youtubers, and your hoard base designs are definitely the most ingenious
I'm happy you like the base designs! I do love me some effective mousetraps :)
Just made this (minus the dart traps for morning clear up ... i just go out with my silenced SMG and clear up that way) It worked perfectly on my day 63 Wasteland insane 64 max Z's setting run ... one staircase was lost but the other held out ... i actually got so bored during horde night I jumped on the roof to spray with my m60 ... cops still did not spit ... i did make a couple of adjustments ... 4 SMG turrets on the roof for the vultures and i have added two more stairways on each route (making three in total for each run) that gives the Z's 6 routes to get to the runway and then they follow the normal two paths .. thanks
Sounds really awesome, you're welcome! Another adjustment you can make for some more action is to replace (some or all) the vertical pillar 0.0125m centered shapes just outside of the fighting platform with a regular cube or equivalent shape. This way all zombies that make it past the ramps will reach you.
@@pseudoposse Yeh i will do that also i had place a sammy the sledge by the bunker entrance so i will take him away also for some action
great job, i´m very thankful i found the video to get some ideas how to deal with bloodmoons in mid or endgame, fast speed and all, and i love to translate it building my own thing, but for me personally there´s a little too less zombies coming to the fighting position, cause it works too well xD i also added some stuff to slow them more down on their way back up like jumping and such, and i wonder if there is another frame, that sorts out the zombies just slightly less. nevertheless, thanks you so much, the zick zack frame works very well :) great and funny video
It is fantastic you've gotten plenty of use from these ideas! You can absolutely use shapes to control the flow of zombies. Even just using the pilar 0.0125 meter centered shapes, making it shorter will allow more zombies to path by. For more ideas, you should check out our recent tips video: ua-cam.com/video/axnzB-CdVFQ/v-deo.html
Absolutely love your 7dtd content. Subbed, notifications on.
Welcome aboard!! Stay tuned for the next one :)
I think that you should add some blade traps that will slice up zombies going across the walkway to the base. You can hook them up to a lever and timer relay to have it clean up leftover zombies during the morning after horde night. You should also have dart traps on the roof above you that are hooked up to a motion sensor and connected to a lever to turn on for taking care of the vultures during horde night.
You could certainly add more electric traps to help you out throughout the horde! Spikes on the roof are more than enough to take care of vultures but certainly darts or blade traps can also do the trick.
Blade traps when placed along a zombie path can be risky as they are very fragile. I usually like to keep them within repairable range.
Nifty base, but man this defines overengineering! You have some great ideas here, particularly the grenade chutes with the lights above to indicate where the zombs are! Good shit.
I like to provide options for people with different levels of building interest. The basic path and fighting position for those who just want something simple. And the more complex trap setup for those with a different mindset :D
@@pseudoposse I hope you don't think I mean overengineering as a pejorative!
However, I do think videos may overwhelm the novice builders even with your timestamps and current video structure!
Either way, loving what you're doing!
@@SBChaevok No you are not alone, Taco disapproves my overengineering before she started editing and refused editing from the beginning Lol. Thanks for the comments and we are glad you still enjoy it!
The soothing music reminds me of the dead rising mall music 😅 fitting!
Glad you think so 😁
Excellent work, sir. Much appreciated.
Glad you enjoyed it
Hah! That cop spit Taco intro...really loving your vids. Well articulated, explained and edited. For Science!
The light bulb zombie indicator chutes are genius.
Taco the artist! Glad you are enjoying the videos and the science:)
Another great build video.
BUT very material intensive.
Seems to me a straight forward build that drops the zoms into a hole to contain them would be much easier and quicker to build. Add a couple of angled grenade shoots to clear out the zoms in the hole once in a while.
Big difference between A21 and V1.0 is that the zoms keep coming all night and early AM in V1.0. So letting the zoms "stew" for a while in the hole would reduce the total number of zoms that spawn in one whole night, lessening the chance of you getting deaded and/or the base being damaged as badly.
As a side note you could explore making a hoard base/area the is completely organic, that is built from nothing but soil in its various forms and trees/shrubbery.
The hole idea is really great! The version I showed was definitely a later game design. But as I did mention multiple times, the dart trap kill zone is optional and is simply meant to be a post horde cleanup apparatus. All you really need is the path and a much smaller tower with your fighting position which would save a ton of materials and still work in the lategame as the dart traps aren't even used for the horde itself (just post horde).
But absolutely agreed, if you want a simple design to employ during the horde to help with cops, a hole would do quite nicely! Thanks for sharing :)
EDIT: The organic base idea is an interesting idea!!
I'm loving the content and only wish the doctor's-waiting-room music was something more... invigorating, Lol 🤷♂️😄👍
Haha noted :D
thank you so much!
This was EPIC ❤🎉🎉
Just like during horde night a bit of speed up during the no-voice-building would have been nice. Nevertheless that was an enjoyable calm part of the video.
Glad it was calm and enjoyable! Thanks for stopping by :)
The police will only spit if they can see you, there are some ways to avoid it such as building a high base with 14 blocks and at the beginning of the path (death row) you place robotic sledgehammers or even the fence to prevent them from spitting when they see you. And of course, using square or well-reinforced blocks also avoids this
All good suggestions, thanks for sharing with everyone!
You must have played mouse trap as a kid lol Great work !
Lol thanks 😆
If you drop those ramps in the floor where you did you're you cubes to boost your height you can drop down for some really easy group melee or some upward shooting to deal with demos a little better. angle the tips up to make a V shape so players can drop in. good for dogs and crawlers too. could just do one side low and one side high and pick depending on situation. stay high for loads of head shots then drop down for dogs and crawlers.
Thanks for the suggestion! I believe you had mentioned that in a previous video but I had already recorded this one before I was able to give it a try.
@@pseudoposse Yes I did. But in this one you used the other ramp blocks. I was using the older standard V shaped ramp but now there are several others that are cop proof that may also work. I didn't know the newer ones where cop proof. It's really good news for base building. we gotta get this info over to GNS so his bases are safer then they usually are.
@@pseudoposse Oh and I found in some testing this V drop desighn works best with a switchback desighn so the cops can't look in your direction till they are at the top and at a much better headset position. The higher and wider you can make the wings (the stair part that ramps up and the back part the connects to the tightrope walkway)of the switch back the better. I do a double ramp in the front that draws the zombies in only from the front. looks like a fork from the top. it's a little slower to get them back onto the tightrope walkway but blocks more cops. I hope that all makes sense. lol
@@skyknight6467 Ah I see what you are saying. Yeah the new ramp shapes would work for that purpose. Though to be fair, the old ramp shapes are also cop spit safe :)
I am not sure if I am quite following your switch back design as you described.
@@pseudoposse
#stairs down to ground
#
fighting V+ #
position V+-----ballistertightrope---- #
V+ #
#
#stairs down to ground
# is solid cubes from ground to fighting height. Usually 11 high (minimum)
the V is the two rams next to each other to create a vally
+ is two sets of the new pole 4 way attached to each other.
I usually set this up to hang off a building to save on materials and set up a crafting area safely behind it. maybe add a full block wall to block spit on the off chance it breaks enough blocks to go flying in the direction of the crafting area.
with space to walk around the wall from area to area
#
#
crafting # fighting #----
#
#
Not really a switch back but could be. I find this set up works really well with cops. they have no chance to see you untill they top the stairs, unless you have a large open fighting area then they can see you from the side of the stairs.
Much easier with a dev gun to destroy those misplaced concrete blocks.
Most certainly is!
Why I miss Rebar frames. Whole wasting wood and cobblestone is silly if you are a spaz like me and place blocks wrong all time so have to use the ones can pick up.
@@gwhitty12 Now that we can copy a block's shape and rotation in one action, just laying everything out using frames and then replacing the frames with the actual final blocks has become feasible.
Optimal would be upgrading using blocks and giving you back the block you upgraded. But it's certainly better than in A21.
Nice build. 👍
Glad you like it
In my experience, the simplest countermeasure is electric fence post
Those definitely work quite well!
i had to experiment in a darkness falls base and i found scaffold ladder placed Vertically with a space between it and a steel hatch with combined with a very diff pathway for them to run across i wasnt get shot or even hit via the spit or even fire spit
That is awesome!
11:10 - The crown corner shapes - why not rotate them so the gap is vertical instead of horizontal? I used this successfully in A21 bases. It's still sorta wonky, but makes it much easier to melee or shoot through.
Awesome!
Thank you!
The background music.
Wow, thanks so much for putting this together! I watched one of your earlier videos with base building tips, and have used the thin windows to lessen the spit. Do those still work in 1.0?
Absolutely, you're welcome! I think they probably would still work as not much has changed with cop spit so give it a try :)
Can you do this build and connect with all the wires not in his mode before they break due to distance? Great vid and great music. X
Glad you liked the build and music! In subsequent videos, I've started to wire not in God mode as people had asked for that :)
Is there a reason for doing the tests starting at 6:40 with a 45° approach of the cops?
You might actually be covered by a full cube when they get into spit range that way.
There isn't a particular reason for spawning the cops at that angle. It is likely that if a non safe block is used on a wall not between you and the cop, that they wouldn't spit.
if hatches are spit magnets, do they only spit when ur behind the hatch or do they spit at any hatch nearby? could you just put tons of hatches all over the place to draw their spit away from you? what happens if you have multiple thickness of hatches between you and the cops?
In Alpha 21, they would spit at the hatches even if the player wasn't directly behind them. They could be on the side of the base and they would still spit. This does seem to be changed in 1.0.
@@pseudoposse why not just put a bunch of the really cheap hatches all around the outskirts of your base then so they just spit at those? like the wood or iron ones? give them so many options that the chances they get you are super low... you could put up lots of cameras too to do a reporting cops misconduct base? lol you know like those guys like the civil rights lawyer who reports illegal actions done by cops?
This is amazing but I really need to go back to basics again on wiring because this is just incredible but too intricate for my dodo brain to understand 😅
Check out our 80+ ultimate beginner tips video which goes over wiring I'm much greater detail :)
@pseudoposse Thank you so much! I will right now and appreciate the link. I got a little overwhelmed but only because your builds are incredible and monster lol. I may have to scale my builds up once I can get closer to your level
Edit: Oh snap, I've actually seen that first and then found this vid. I'll rewatch it though, thanks again
Ps I noticed there a a few silent moments showing what you're doing in between explaining what you're doing which helps a lot seeing and hearing it. If you're ever looking for filler for the silent bits maybe you could include your way of thinking, like your reasoning for doing it? I'm not sure if that makes sense. Like I enjoy the steps but maybe add your own reasoning for doing it and why you prefer it but people could do such and such. I'll sub now because I'm sure I'll learn a lot more from your videos
Forgot reiforsed glass. It is op as all zombies do way less damage to reinforced glass
I imagine cops will spit at it but that is good to note
as it seems they now are letting screamers see you through blocks like cops can, perhaps it's time for a version of this to make screamers never see you when just chilling in base?
I'll have to investigate that behavior! Thank you for the suggestion
i dont know man... the out of 90° shape of your middle base triggers me so hard, and i cant even tell you why :D
Got to break all right angles :D
In the early alpha's maze base where the way and you made it bigger and bigger usual out of a tall poi cops never had a chance to spit . Wouldn't it be easier to use trigger plates down the dart traps
Many things have changed since then :D
But alas, cops are a bit harder to cheese now but not impossible.
I've been curious for a while, but what is your FOV setting at?
My FOV should be whatever the default is. I have never tweaked that.
Do you know if gravity has changed? I've had way more underground mining trips collapse on me way more in this update and tbh on older version's i don't think I've ever been in a situation.
I don't think the rules for structural stability have changed dramatically. Keep in mind when mining, you should always support the terrain above you if you are digging horizontal tunnels that are large.
@@pseudoposse yeah true but i havent changed my mining habits and it has never occurred this much beforehand so i just thought maybe they changed how it worked since it even looks different when it drops now
They do spit at people who are behind a solid wall. I have seen it multiple times on multiple different UA-cam sites. They do like to target the weakest blocks that are between them and their target.
They will spit at a solid wall if the block shapes are not cop spit safe like the cube 1/2 for example.
@pseudoposse they will spit at a solid cube when it is of a lower strength, if you have all cement blocks in a wall and a wooden block between your head and them. This seems to happen more often with multiple level structures.
@@itt2055 Yeah that isn't surprising since all zombies target the weakest blocks, the path of least resistance.
From my experience, it seems like Catwalk V2 Plates are not see-through for cops.
That's great to know! Thank you for the suggestion!
Which blocks are best for protecting my electric trap turrets?
For turrets like the smg and shotgun, you'll want to place something in front of them that will allow them to shoot while not taking damage. Railings are bars are perfectly suitable for that.
for how many hordes you think I can use this base? if I am only at the second horde
This base can definitely hold up in the lategame as long as you maintain it. This is definitely a bit overkill for the early game but you can continue to expand with each horde.
What is the music playing at the horde mom Tage?
I tried to make zig zag part and zombies just keep hitting ramps leading to them. Not sure why, it’s also built 13 block high.
Orientation of the ramp sections relative to each other does matter. If they zig zag incorrectly, zombies won't reliably fall down. You could download the file for the cop base I built in the video (link in my pinned comment and description) and check how i built my ramps and compare to what you did. Good luck!
Will double pole 4 way be to thick ?! Or will it work for double the layer of protection?! Anyone know
How do you prevent Demolishers and Eradicated Cops from entering and exploding in your final kill zone?
Most cops fall within the zig zag region. It is possible, but rare that one can make it across. Demos have a better chance to make it across. But as long as you headshot them, no explosions. Since only a handful reach you at a time, focus firing on a demo is very easy.
does this include vulture spit?
It sure does!
@@pseudoposse i must be doing something wrong then. time to rewatch the video!
some of that wiring, you may not be able to do without clipping mode off
You can, just would take longer. That is why I left in the side doors to be able to do it manually.
Does anyone know if regular bars block cop spit?
Unfortunately, they do not
@@pseudoposse Thank you for replying! I appreciate the information. I decided to go with scaffolding ladders :)
@@Lorri. Excellent choice!
Most people like simple cubes, your structure complicates things.
You playing Walmart music in the background.
Really!
😂👎
I wish 7d2d would introduce workshop like Empyrion game has where you can spawn structures from your previously build blueprint, that would revolutionize this game, more people would create nice structures and save them for others to spawn.
We need this here !!!
🤔👍
Blueprints would be an amazing feature!
want to see you make the electric connections without using the god mode ......
I can incorporate that in future videos, thanks for the feedback :)
I've been testing it, but it's not working. I don't know what I'm doing wrong... 🤔🤔
Which part of it isn't working for you?
I don't understand what's the point of this lol. Why not make a simple cube and a fall path with two half plates? It's basically an afk base anyway :D
The point is to find non-cube bocks to expand building options :)
@@pseudoposse Fair enough
the BGM is really annoying, it makes me feel like I'm stuck in an elevator in the 80s
All that for a after blood moon clean up lol naaaah
It's not spit, it's vomit.
Much worse. lol
Correct it is vomit, puke, partially digested nastiness. I prefer to call it spit :D
@@pseudoposse Yeah, either way really 😁
so you basically make very boring game even more boring ...
that sounds awesome!
ei