Regarding drop rates - these are an approximation only, and will vary depending on your horde base build, number of zombies, and horde night zombie speed settings, I've made them as accurate as I can, but I wouldn't expect them to be the same in every game/base.
The C Drop looks the best and with a few getting through, it prevents the horde night just being a spectator sport. Amazing amount of work going into the videos, great job as always.
Awesome video, I put 7d2d on the back burner for a bit so I wouldn’t burn out and I just redownload darkness and sorcery to fire up 7 days again and figured I see what new ideas have been discovered… your video definitely gave me some inspiration for new base builds! Thanks keep being awesome..
Thumbnail caught my eye, great job! Instead of topping the slide with the wedge tips, I'll frequently use the cube 0.25m shape as it better forces zombies down and prevents them from jumping over the back of the slide. I've used these blocks in a variety of ways beyond this setup here, they are quite versatile and are amongst my favorite blocks!
@@CautiousPancake Haha, thanks cheers to the cop spit! Taco asked me to emphasize how much she loves your infinity stair video more so than any wedge narrow bases 😂
Nice one, Cautious! I've used several of these zombie droppers. I like the tight-rope technique with a bar in the middle. Also, I do like the Pseudo Posse one, but I've not yet tested it on one of my builds. Great that you've referenced them too, some content creators don't credit where they got the idea from!
Thanks Wiz, I always aim to give credit, since there's so many great creators out there, gotta recognise their hard work! Give the Pseudo Posse one a go, it works really well!
I used that wedge slide build in Alpha 20. Worked a treat. In one of the late game horde nights I took out around a thousand zombies. When Alpha 21 came along I tried the same build and found that the zombies would just walk along the wedges as if they were full blocks. That's when I resorted to a build similar to your rail jump. Might give that half block build a try.
0:11 1. Sledge Turret (54%) - to the side of a 1-wide path. 2:01 2. Vertical Poles (98%) - floating "Pole Centered" within a 1-wide path. 3:43 3. Half / Gap Blocks (100%) - "Pole Plate Half," (or "Plate 1/4 Triangle" or "Half Pillar 1m Plate") vertically misaligned Potentially with a ramp downwards. 7:17 4. Push Blocks (100%*) - combining "Wedge Narrow High" and "Gable 3/4 Full" 9:40 5. Killing Corridor (100%) - upside-down "Wedge Inside Corner Base" (and Wedge Tips) on the sides of a gapped a 3-wide section, with "Cube 1/2" (or "Bars Centered" for visibility) as barriers above. 12:07 6. C-Drop (83%, despite the value shown below the name) - offset path via "Plate 1/2 Triangle" 16:11 7. Lemming Tower Rail (48%) - sideways "Ramp" to offset the path a bit, plus "Plate Diagonal" as railings. 19:19 8. Zombie Push (58% at the railing, plus more at congestions) - thin "Pillar 0.0125m Side Centered" as tightrope path, plus "Railing" as a barrier to force jumps. 21:14 9. Powered Doors (controlled drop rate) - "Steel Garage Door 5x3", plus the electrical infrastructure (switch / trigger plate / motion sensor), plus some "Plate" to fix a pathing issue. 24:41 10. Wedge Slide (100%) - vertical Wedge Narrow Tip, Wedge Narrow Low, and Wedge Narrow Middle.
Nice variety of choices, I play with a lot of mods that increase the size and lethality of zombies (Darkness Fall, Wasteland, Rebirth.. ) so usually, I end up going with a bigger version of Jawoodle killing corridor with electric posts before the dropper, to slow them down letting me kill some of them. one difference is I use the edge 60 blocks for all the walls pointed toward the entrance of the dropper, so when they destroy the first row of blocks they don't just smash the rest of the wall, but tend to continue to slide against them. and I added a roof to it, to limit the range the spiders can jump But I like the garage door and slider Ideas. Maybe have the garage door drop them in a room filled with shotgun turrets or auto-turrets depending on what ammo I normally don't use and end up with a ton of. And the slider seems a better/simpler dropper than the corridor I am using.
Sounds like you've got all the improvements for the killing corridor sorted for sure, and I'm glad that you've got some other potential ideas from this list - I do like the slider - thinking of using it for early bases once done with melee.
A build you could use for insane leveling early to mid game is if you'd build your killing corridor not with a drop zone inside, but with a center pole for them to walk on. This ensures that they run on the exact same path, which aligns their heads for easy headshots. The gaps to the sides ensure that their corpses will drop down, instead of blocking those that follow. And electric fences crossing the path can be used to slow them down. Back in A18/19 I had a gap in between the corridor and the last wall of defence for them to try to jump across, drop down and loop back. -- I guess if I'd ever start playing again, I'd use one of your drop zones instead of the jump zone I had.
Hey mate, sounds like we have pretty similar ideas on how to build a horde base! I did this base a little while ago, with many of the features you're talking about, for headshots and corpse and loot bag disposal to the side! Check it out if you're interested and let me know if this is what you meant? ua-cam.com/video/_1qYnhEEafE/v-deo.html
@@CautiousPancake Yup, pretty much what I had in mind. :) However, if it still works the same, try to have gaps (e.g. by using poles) for the corpses to fall down.
@@steffenrumpel2784 Ah yes - I partially addressed that - there was a follow up video to try and improve it - there were so many comments from people with things I wanted to try I had to do a follow up. I tried a few different options to get the corpses to fall - ended up the best I found (within the time I had) was for cube 1/2's forming the main path, and then some cube 1/4's to provide gaps in the path for the corpses and bags to fall, as well as poles to the side.
My very first horde base used a simple wooden door lazing horizontally in front of the fighting position. It worked like a charm, but sometimes zombies bunch up making trying to trigger the door difficult. My second base I laid in a double iron door horizontally, so that one half was on the zombie side and one half was on my side of the scaffolding and plate barrier. Now I have a clear view of the door and can use my side to throw down pipe bombs once its open. I always hang two shutters from the ceiling to cover the upper half of the fighting position and two shutters that swing in from the side walls to cover the lower half of the fighting position. I normally keep one side closed. This gives the zombies a larger area to pile up, but I really only have to deal with one side or can open them both when my friend joins me. I hate floating blocks or pathing exploits... I understand zombies are dumb, but I try not to use them.... However in my double door base I did experiment with a second pathway off to one side with the 60 wedges. That way when i open the door, zombies still think they have a path to the fighting platform. Additionally I use two sledge turrets that ragdoll the zombies into the wedge 60 pathway wall, so even when the zombies arent using it, it still serves a purpose and feels less like cheating. With the double door method I also have a clear iine of sight to repaid electric fences or blade traps I can place below the door. I liked your powered door so much, and am glad anyone can use that method on day 7 with manual doors. It give me the feeling that I am the one triggering the trap and sending the zombies to their death. I know wooden spike are pretty much worthless, but early game when you are less worried about rage mode, its a lot of fun. Great video... when the zombies are eating my arse late game, I will be using every dirty trick the game allows... lol!
Oooh - I like the double door approach! I had a similar base from the sounds of it with my screamer farm base, which is part infinity stairs, but with the dual path like you have as well - one side with the door control, and the other side with a zombie dropper to ensure there's always a path. I had trouble opening the door manually though, so the double door half on my side would have been perfect! I will have to remember that one :D
Forcing zombies to stop to jump greatly increases the effectiveness of sledge turrets. Even just changing the last ramp up to a square block with two sledge turrets right at the top will get most of the zombies. I used to just leave extra sledge turrets permanently in place for my horde base.
I used almost half of these. I'll try the other ones that I still have yet to build in my playthroughs. btw, the zombie push build is great for melee-focused encounters.
A combo of that last slide with a grenade/rocket pit underneath is sooo fun. And an XP monster! 10+ points at the end of horde night is not unusual for our 3 player game
Hello Cautious Thank you for your video and experimenting with the mechanics of the game! I have built a C-Drop Horde Base and it works wonderfully. about 10% get trough and the rest can be killed by arrows or so. In addition, most of the Cop vomits get stopped by other zombies in front of him. You can add the sledge turret or electric wires to maximize your kills.
That's awesome thanks for letting me know - sounds like your getting a slightly higher drop rate from just the c-drop, anything different that you've noticed?
Well, it seems that the zombies push each other due to the one block path. Often it's like a zombie-train, really. (64 zombies) When it's less crowded, more get trough to me. Ah, and I recommend to build a roof with railings or so and put spikes on it. Kills all the vultures and you can see trough for security! Have a nice day@@CautiousPancake
Nice! I always like trying different droppers, but like when I can still fight as well.. I like the .125 pole or whatever it's called, standing vertical. The more u use, the higher percentage drop. I use 2 so about half drop while the others u can easily melee and knock then off.
I have always done the last one, but used only the top two wedge types, two wide sloping into each other and level, no raised blocks. as always good insite CP :)
good video. I am a fan of all these droppers. I tend to replace the 2 blocks closest to my kill position with hatches for extra control and to dump bodies when they get in the way
Excellent video! I was looking for this type of vid and you posted it in time. I have had 0 luck with the killing corridor for months now I can't get them to path.
Great video. What about using an angle block positioned above a block they need to jump over, to knock them off? I’ve fallen in the game when I bonked my head on something while jumping, seems promising.
3:38 you could probably also have sloping blocks under the drop that slide the zombies far off so they dont go into rage mode near ur columns.. dunno why but im imagining having the zombies be in some sort of water slide park and having fun
Im a fan of 2 half blocks facing away from each other leaving a 1 block hole with a cantered rail on one side, they just run straight down the hole leaving a way to whack them as they fall
Hi Cautious, This is off topic but if you make a single path hallway and place doublepoles horizontally so you and zombies can run through, there is a funny and interesting interaction with the zombies.
Made a MASSIVE base with huge walls all around. Built 8 large Towers (35) blacks high. Wide Towers that look somewhat like ganons room in OOT. (The towers you climb to get to Ganon during the fight.) Problem is, i had NO IDEA that Zombies ATTACK while Climbing stairs. Although they shouldnt but the UnFun Pimps made sure you must use blocks like concrete. Not wood. Half of EVERY tower was finished with wooden blocks. Ran out of concrete obviously. Tested Horde with 32 zombies. They climbed the latter untill the wooded part of the towers. Stopped climbing and started to destroy wooden tiles for the fastest entrance. Probly the most lame aspect about this game is that the zombies dont act like zombies. Zombies are way to intelligent in 7 days to die. I ended up knocking every tower down by taking out the bottom blocks. (Very fun to watch, created a fkin mess tho) Im using multiple towers for multiple entrances for zombies. Also, as another form of damage. Btw, found that regular zombies that wonders around can jump extremely high! ITS WEIRD!!! Zombies will NEVER jump like that during any chase or horde night! But, they can jump like 8 blocks heigh when a wall blocks there path! It reminded me of a rat being stuck in a garbage can and trying to escape. Very weird mechanic. Still had fun building but the mechanics in this game is a joy kill.
The castle sounds awesome! Zombies shouldn't attack stairs for no reason, especially if you're not nearby, but might in a few cases where - their path is broken, they'll get up as high as they can, then start going crazy, or possibly going through the wood made a "shortcut" somewhere and they will definitely be "smart" and pick the weakest material to bash through. Or sometimes they can get stuck on a block in the middle of a staircase, (if it's a spiral) and bash then. But yes - I'll often use concrete painted to look like wood if I'm going for an effect. I'm really curious about the 8 block high jump though - I've never seen that! Is that in 1.0 experimental, or A21?
Your number ten that you claimed a 100% drop rate you can see 2 zombies add the end of that clip start hitting your push block. Once that block gets destroyed they will attack the rest. I'd say 90%
That front block isn't actually needed - it's there more to give them something to focus on if they do get grumpy. Additionally the plates with the lighting on them are actually detrimental to the pathing - removing them makes the zombies run more cleanly across the top. It's pretty unlikely if you were actively fighting them that you'd get into anything less than 100% drop.
That's a really good point! Hopefully people will go watch their original video - I liked the science part, but the rest of the base was pretty epic as well!
Very good Pancake. I have used a lot of these before, many of them thanks to you. You didn't go into vertical droppers this time, but maybe you will in the next video.
Great vid! Well explained but I’m having an issue. I’m playing darkness falls and the zombies are pretty big. The half blocks method (3) they get stuck in the gap. I tried making it one bigger but they didn’t path. Which method would you say is best for this overhaul?
Hmm - good question! I've not played a ton of darkness falls, I remember seeing demons, but not the huge ones in the short play I did ages ago (might have been A20). For big zombies though - I'd expect killing corridor (5), zombie push (8) and wedge slide (10) to do well. I've never tested c-drop or rail jump so while I like those generally, the zombies might be too big to drop on those as well. Poles (2) and push blocks (4) I'd not expect to work on big zombies. Powered doors are always an option, but are more expensive to setup usually.
You can increase the drop rate of the thin side center posts with bars to 100%. From your fighting position bring the posts out 3 or 4, then off to the left or the right adjacent to the last one, take the rest of the path another 5 blocks to your ramp. Now the path is split, but they touch each other so its a path. Put the bars 3 blocks in from the ramp. When they jump over it, the stumble animation drops them off the path before they can even try to navigate the split thats one block away. Its not really 100%.. more like 99.99%. You might have one make it across every 2 or 3 hordes. And it will be a nurse. Not sure whats special about them, but of your 1 in 500 or so that will make it across, id bet 9/10 of them are nurses.
Interesting concept thanks! I'll see if I can re-create and test this, as I'm curious about one part in particular - where you mention the stumble animation. From testing I've done earlier in A21, I thought stumble had been nerfed and the zombies no longer can fall off a block during a stumble - at least if they are on their own. If they get a push then yes they can fall, so I'm curious to try your approach!
It dont think its technically the stumble that causes them to fall. It moves them so close to the edge on those super skinny polls. The first step they take after they snap out of it is a step onto nothing.
I use a double pole on the bottom, double pole 0.05m in the middle and double poles on top. This doesn't completely stop crawlers, and got a few during testing for this video, which wasn't helped by my little sloped roof as that pushes the zombies into a crawl position more often.
Regarding the final barrier, what blocks did you use? I see around 18:29 a zombie squeezed through somehow. I use scaffolding and wonder if there are better blocks.
I use double poles and at fighting height the double 0.05m poles. The scaffolding ladders are "better" especially for the cop spit protection, but I've never got the hang of fighting through them. I tried a little different roof on this one to stop the zombies coming over the top, and I think that made things worse for crawlers squeezing through as zombies standing on another zombie's head had to crawl. Might be something to look at for a future video.
24:07 The garage door seems to become intangible when it starts to move and zombie fall through immediately. Can't you just rig two doors on the same circuit, One that's opened and one thats closed? That way when you flip the switch One door is moving out of the way in another door is moving to take it's place. This would reduce the time there's no path to half a second possibly. Also some of the zombies seem to think that the moving door was still a path, so they might just keep running and falling through the doors until the doors stop.
That a good question... I'll have to go test, as there's a couple of things that could stop it from working. The block volumes should be ok as the garage doors only block out the volume where they start closed, so I don't think it will care that the open position doubles up over the same space. You can't have them running off the same switch though - as the doors don't exist as a physical object while they are moving (I wish they did!) so one has to be completely closed or nearly there like you said to provide an always on path. So timing will likely be the main issue, unless you can place one closed while the other is open, so they do switch places off the one switch, but that will still leave the period while they are moving - about 4 seconds I think it was - where no path exists. Possibly doable, but also probably not superior to most of the other techniques. Last thought - if I was doing double doors, I'd go with two separate paths, so you could full close one then open the other - which is a pretty common approach these days. Unless I missed your point - in which case, sorry for the long, meaningless post :D
I'm new to the game, not even faced a horde yet, I didn't realize or think the block choices would be so extensive. Those ideas were all new to me, except for what you call the C drop, I'd thought when I get that far, I'd build a snaked path, but I'd imagined it being longer and more drawn out, sort of akin to a double s-bend shaped path. Even more to consider now! I imagine you could build higher or dig ditches/trenches underneath the drop to maximize the fall height/damage, or just a pit that once fallen in*, they can't get out > easy to spear or burn!? Obviously you did this in creative, but I assume all the blocks you used are able to be crafted in the standard mode * if, once they're in there, you capped it off and built a lid over them/the pit; would they be contained indefinitely, meaning new zombies couldn't spawn elsewhere; or would they just end up mining their selves out? maybe have spinning rotor blades underneath, or would a zombie blender just not be durable enough to make it worth it!? Again, so much to think on/test out! Thanks for the ideas/tips! :D Edit: do they take fall damage?
Hey and welcome to 7 days! Yes there's lots of options for base building -that's one of the areas that I have the most fun with :) There's plenty of options for base building within each base, I typically do videos on a particular aspect - but if you're looking for a great video for overall design check out this one from Guns nerds and steel ua-cam.com/video/ToBtf1lqIDw/v-deo.html If you try and constrain the zombies in a pit they will eventually bust their way out - but if you're doing an explosives build, then it's a good option - something like this: ua-cam.com/video/GvibB7vtObU/v-deo.html you can them in a pit with traps too - but blade traps do wear out quickly, so you need a backup option, or the ability to go repair them during the horde. Welcome to the fun world of base design :) And yes - they take fall damage, but it's limited and not as much as you would think - previously you could dig down to bedrock and all the zombies would just go splat, so they have capped all fall damage to 33% - there's an in depth vid of mine here: ua-cam.com/video/QBnjz2nDLbo/v-deo.html
Cool, thanks for the links! Will just have to put some campfires in the pit; add fiery insult to injury; or leave some Molotovs in there and chuck a grenade in when the pits filled. Yeah the building aspect is really interesting. Just learnt you can build your own prefab POI's and import them in to your world. Technically you could build your actual house and your local area, import them and you get to kill zombies trying to break in to your won home! :D
@@CautiousPancake Re-watching, in particular the C-drop, made me miss a function out of Minecraft that maybe wouldn't go amiss in this. Holding shift or crouching, or whatever it was, next to an edge ensuring you wouldn't fall off! .. and my parkour's not high enough yet to mitigate fall DMG of more than a few blocks! I still think it's crazy you'd have to drop a zombie three times from build limit to bedrock to kill it!! Have you seen Dredd, the guys thrown from the top!! Zombie soup!! :D
@@TheEyez187 haha yeah I miss the old days where you could just watch the waterfall of zeds going splat! The ability to crouch and not fall off would make a good perk in the agility tree!
do you know when they introduced that annoying thing where zombies heads now have an invisible force field over them so they knock you off of walls etc? i think even dogs and birds have it.. i only noticed it on zombies in alpha 21, but it might have been earlier. i know the birds had it in alpha 20 cos theyd knock me off ladders a lot.. im wondering if there is any way to use that to our advantage? for example.. u know when ur standing on a plate block that is maybe half way thru the block area and zombies are trying to jump up below you their heads almost reaching you.. ive noticed it moves you around... i think you could almost be moved around like on a skating rink.. imagine u make an entire floor and turn it into a game where zombies push you around a skating rink all night? set it up like a game where u & ur mates have to guess which one of you will end up in a goal or something?
@@CautiousPancake nah i think its to screw the players over.. literally everything they add in terms of how zombies act is to make it more & more impossible to play how you want to. they want everyone to do horde nights the exact same way.. i cant even do my wasteland only no cities playthru anymore cos u never get any water purifiers or enough books and cos there arent enough ruined buildings to escape from bears & dogs and not enough trash piles... and dogs can jump on cars now... they literally made it impossible to survive in the wasteland low level now.. makes sure stealth is useless, make sure players cant ever run away.. well its probably possible with feral sense turned off.. otherwise ur pretty much non stop running away from stuff
@@CautiousPancake have you ever thought about doing a series starting from alpha 11 or so and each week doing one horde night and then moving up one alpha? a nostalgia thing? i asked neebs gaming if theyd do it but they never answer comments.. i dunno if you can technically start much earlier than 11.. i saw game society pimps started on that alpha i think... when i saw the list of alphas you can download it doesnt go down to 1... i forget which one it starts on... it might be an even better series if somehow you can keep everything you had from the previous alpha... dunno if a mod could do that.. other wise youd have to start the navezgane map again for each week, and try to build exactly what you had built and give urself the exact same things and level up etc could be quite a chore to do it all manually.. but i think it could be a rather cool thing to see iof someone wanted to put the effort in.. im assuming if you want to play earlier alphas its best to go for the highest number in that alpha so it has fewer bugs? right? i started playing this game in alpha 19.4 so id love to see what the earlier ones are like to play
In theory, 83% of the 17% that got through the first c-drop, should be dropped by the second, which if my (hopeless) maths is correct, would be about 14%, making it 97% effective overall?
All drops have a chance of triggering destroy area, however bases built so that the player remains more than 11 blocks away from the zombies after they fall (in any direction) will nullify it. Please check out my Alpha 20 rage mode vid if you want to see the background for this - ua-cam.com/video/EE8Tt2c8Ogo/v-deo.html
Unfortunately (or fortunately, depending on your point of view) no. It used to be that way, but was changed a few alpha's ago, since a big pit meant you could easily complete the horde by just letting them fall. Damage is now capped at 33% per fall - if you want the full details, I did a video on this back in A20, but nothing has changed in how it works: ua-cam.com/video/QBnjz2nDLbo/v-deo.html
I’m in the process of building a solid 5x5 15 block tall tower but I’m concerned about the destroy everything mode when they fall. I don’t want to waste a bunch of time and recourses so do you think these drops would be safe for me to incorporate in my build? Thanks!
Yes, that should be fine! At 15 blocks high you're outside the rage mode limit (anything above 11 blocks is ok) - as long as the zombies still have a path to get to you they will fall and then run back up the path. Once they get within 15 blocks of you anywhere they will rage though - so if the zombie drop is say 5 blocks away from you, then they will rage mode on the path like you see sometimes in this video. So you might get a bit of damage here and there, but you should be pretty safe at 15 blocks high!
@@AK3mm3 If you want something that's purely afk then yes - if you want some combat then having the drop within the 11 blocks is ok, as you'll probably be shooting them which will break them out of rage mode (as will any damage - so traps also help with this).
did they get rid of chasms to stop people making really easy drop/cliff bases? ive found the random gen maps in alpha 21 are extremely boring.. the cracks/chasm are always very shallow now with no steep edges... alpha 20 pregen map 6k used to have huge chasms like 100 block drops was really cool
@@CautiousPancake well im always looking out for cool spots to build bases with cool views.. something different but im struggling to find anything interesting in most of the maps since alpha 21.. if i ever manage to finish the huge base im building now maybe you will see one ok ish location i found.. my entire 10k map i found 2 interesting spots, thats it..everywhere else was same old same old.. if i do manage to upload it hope u will take a look at my huge base but warning its gonna be laggy... most of my content is slideshows.. but i hope that people can look past that and see the bases i made. i would find it more interesting if there were cool unusual places to be honest like roads built alongside lcliff edges.. one time i found a causeway road that split a huge lake in two.. i used to like alpha 20 used to sometimes join chasms with lakes so u'd end up with huge cliffs going into super deep lakes.. ive tried various map types they all come out boring.. all mountains ... mountains and flats.. all one biome or two.. its weird also cos the rivers are no longer rivers and the lakes are no longer lakes.. you get fat rivers and think lakes..
That would make it more effective for sure, but only because the zombies are stuck there - the idea was to measure the drop mechanics as the zombies pass over them, to make it an equal test between different options!
@@CautiousPancake I can understand that, yeah. Maybe a caviat would have made sense then. But yeah, when I do it that's how I do it. I also explained to Temreki to drop it down half a block and put it on your right/their left to avoid setting off demo buttons. He mentioned it in his video
ok the half block drop works perfectly..my only issue is the base i'm standing in a few start to destroy the pillars and i'm constantaly having to jump out to kill them..Will they avoid this if i have the 1 pillar you have? i'm afraid to just be standing 1 pillar from death.
How tall is your base? Sounds like rage mode, which is usually triggered when the zombies fall, but if you can keep the 12 or more blocks away from you in all directions they won't do it.
@@hatemonetYeah so that'll happen until you go to 12 blocks or more - so you either have to build low and have enough blocks and materials to absorb the damage, or go high (which uses more blocks to build upward) to avoid it.
Minimum is anything beyond 11 blocks. However, if zombies fall on the head of another zombie, that can take out a couple of blocks, so if you want completely rage-proof (for the supports) go to 14 or 15 (I use 15 personally). Note that if your base then brings the zombies to your combat position and lets them within 11 blocks up the top there, the zombies will still rage then. But then at least they do it where you can see and shoot them to interrupt it.
Welcome! and yes, but not in one go - you'd need to drop them at least 3 times. If you want all the nitty gritty info - here's an old vid I did, but the calculations haven't changed. ua-cam.com/video/QBnjz2nDLbo/v-deo.html
Oops. Video had 666 likes and then I have to go and ruin it. Nice video. To the point, and everything is clearly demonstrated. I'd like to see what happens if the C dropper was changed how that would effect the pathing. Just making it larger so they have less room to levitate across.
Thanks for the like - even if you moved it up one :D For the c-drop if you made it larger, I'm 99% sure it will completely break it - the current version works because the zombies think the two blocks opposite each other are linked, so they run straight off. If you make it bigger they'll "see" the gap in the middle and just run around the new shape - probably perfectly fine. You may still drop a few on the corners, but it won't be anywhere near as effective. Of course I'll have to go test it at some point - will let you know if I'm wrong!
Thanks to the rage mode limit, they won't! If you can stay more than 11 blocks away from the zombie, they won't rage and destroy the base, but will loop around. It's something I figured out back in A20 - check out this video if you want the back-story :) ua-cam.com/video/EE8Tt2c8Ogo/v-deo.html
Yeah, although this was more focused on the drop techniques I did notice the rage mode kicking in on some of the falls. A21 has been somewhat weird with rage mode - I need to spend some time with 21.2 to see if I can pinpoint any changes!
Re-tested and confirmed that the 11-block rule that I determined back in A20 is still in effect - as this base is 12 blocks high it's outside the 11-blocks, so zombies that fall down to the ground are outside the 11-block range, and don't go into rage mode, until they run back up the path. Once they are 11-blocks or less from the player on the base, they can rage at that point. Also worth noting - that I was sure I'd seen some rage mode in the video - and there is e.g. at 3:24. However these zombies fell onto the blocks 3 off the ground - putting them at 9 blocks from the player give or take - and therefore they are within rage mode, which is why it looks like it's still happening. Hope that makes sense!
Yes they all work the same at the moment, may change when 1.0 releases, but we'll see when that comes out! As for height, you will get rage mode, where the zombies attack the supports if you are 11 blocks or less away from them, and depending on the number and speed of the zombies they can fall on each other if you are too low, which will allow them to get across.
Nothing like joining a server and seeing tons of these bases. They are so ugly :( Rather just build something with a moat, with 2 entrances, a kill zone with 2 blade traps, some electric fences, just repair and it looks way better, also no ammo needed.
All good mate - to each their own! It's been a while since I built a ground level base, probably since my smallest base build. Maybe I should give it a go one of these days!
@@SicariiDTenebris will do - to be fair most of my better looking bases are more silly :D (e.g. plinko, blender, skull and sky bases) 🤣 I'll have to try a good looking normal base eventually!
@@CautiousPancake Just about being creative and functional, seen many bases that look good and still are fun during a horde night without making it afk easy. Saw someone build a space observatory even!
I think they nerfed the last one. The Wedge Narrow blocks are iffy now. I've had mixed results in A21 where as in A20 it worked 100% of the time. Even in Darkness Falls with the huge zombies... which is why I used the build in the first place. Shame.
Interesting! I've not seen any issues with it so far, although I don't use it as often as other methods, and this was all tested in A21. Do you recall what happened when it didn't work as well - were the zombies running across and not falling at all, or just occasionally making it?
@@CautiousPancake I've reviewed my footage and it seems I had a problem with pathing. They chose to go through a weak wall in stead of walk on those wedges. That makes no sense to me. [My Build was inside a Hotel POI.] I'd really like these to work as I'm doing another Darkness Falls Insane run and those wedges are excellent for large Zombies! Perhaps if the wedges are on a raised walkway like in your video it will be fine.
@@adamant4107 Thanks for the update - and yes, you're on the money with the raised walkway. This works as zombies prefer to get to the same height as you first, then try and get close - so if you give them a controlled path at your height with no other options, (unless you want to build multiple options yourself) then you can ensure they follow your path. It's why so many base builds are all designed or elevated paths and tower builds - it controls the pathing and prevents unexpected issues 😀 Sorry if that's all stuff you know already!
@@CautiousPancake Thanks for the response. I appreciate it. I'm just about ready to take on Darkness Falls. [Only took about 5 hours of editing files to get the Mod the way I like but ... hey... that's 7DTD for ya!] Looking forward to your next video! Cheers!
My mainstay is 14 blocks tall with a two block .25 pole path and two dick punchers in line two take out the balk. Spitters can be a problem if im not careful
To counteract spitters, use standard cube blocks on the sides, bottom, and top of your fighting position. Spitters won't target normal cube shapes. Then use the scaffolding ladder in front of you. Spit won't go through it, but you can fight through them. Perception build is king for that base. I always put the sledge turrets at the front of the fighting position to hammer them off.
Good solid base from the sound of it! And exactly what @gilbertotero2779 said - straight cube blocks will stop the cops from spitting, any (almost any) other block type they will want to spit through.
True, especially since I was testing with the drops close to the combat point, so they will want to jump across. However crawlers that try and walk over should still hold to the same drop rates in most cases, so it should be a minimal difference. But you are right, I should have factored that in!
Yes, pretty sure pathing cannot be fixed beyond a certain level, grid wise. So maybe the C dropper would be safe for some years to come, at least I think so.
Regarding drop rates - these are an approximation only, and will vary depending on your horde base build, number of zombies, and horde night zombie speed settings, I've made them as accurate as I can, but I wouldn't expect them to be the same in every game/base.
The C Drop looks the best and with a few getting through, it prevents the horde night just being a spectator sport. Amazing amount of work going into the videos, great job as always.
Thanks PJF - hopefully something that you can use for future bases!
Awesome video, I put 7d2d on the back burner for a bit so I wouldn’t burn out and I just redownload darkness and sorcery to fire up 7 days again and figured I see what new ideas have been discovered… your video definitely gave me some inspiration for new base builds! Thanks keep being awesome..
Thanks, happy building!
Thumbnail caught my eye, great job! Instead of topping the slide with the wedge tips, I'll frequently use the cube 0.25m shape as it better forces zombies down and prevents them from jumping over the back of the slide. I've used these blocks in a variety of ways beyond this setup here, they are quite versatile and are amongst my favorite blocks!
Thanks for the tip, I'll update this in the description too! BTW loved your videos on the cop spit testing blocks that you did!
@@CautiousPancake Haha, thanks cheers to the cop spit! Taco asked me to emphasize how much she loves your infinity stair video more so than any wedge narrow bases 😂
@@pseudoposse 🤣🤣🤣
@pseudoposse love your videos bro. Wish you had a full darkness falls series
Nice one, Cautious! I've used several of these zombie droppers. I like the tight-rope technique with a bar in the middle. Also, I do like the Pseudo Posse one, but I've not yet tested it on one of my builds. Great that you've referenced them too, some content creators don't credit where they got the idea from!
Thanks Wiz, I always aim to give credit, since there's so many great creators out there, gotta recognise their hard work! Give the Pseudo Posse one a go, it works really well!
I used that wedge slide build in Alpha 20. Worked a treat. In one of the late game horde nights I took out around a thousand zombies. When Alpha 21 came along I tried the same build and found that the zombies would just walk along the wedges as if they were full blocks. That's when I resorted to a build similar to your rail jump. Might give that half block build a try.
There's always small differences, hey.
This is one of the best videos I've seen. Very good explanations, and visuals.
Thankyou so much!
Barbed wire fences work great with sledge turrets. Even large numbers are easy to manage.
Good tip - that will help for sure!
i just keep coming back to this video lol. thanks for all your research and thank you for sharing your results!
You are so welcome!
0:11 1. Sledge Turret (54%) - to the side of a 1-wide path.
2:01 2. Vertical Poles (98%) - floating "Pole Centered" within a 1-wide path.
3:43 3. Half / Gap Blocks (100%) - "Pole Plate Half," (or "Plate 1/4 Triangle" or "Half Pillar 1m Plate") vertically misaligned Potentially with a ramp downwards.
7:17 4. Push Blocks (100%*) - combining "Wedge Narrow High" and "Gable 3/4 Full"
9:40 5. Killing Corridor (100%) - upside-down "Wedge Inside Corner Base" (and Wedge Tips) on the sides of a gapped a 3-wide section, with "Cube 1/2" (or "Bars Centered" for visibility) as barriers above.
12:07 6. C-Drop (83%, despite the value shown below the name) - offset path via "Plate 1/2 Triangle"
16:11 7. Lemming Tower Rail (48%) - sideways "Ramp" to offset the path a bit, plus "Plate Diagonal" as railings.
19:19 8. Zombie Push (58% at the railing, plus more at congestions) - thin "Pillar 0.0125m Side Centered" as tightrope path, plus "Railing" as a barrier to force jumps.
21:14 9. Powered Doors (controlled drop rate) - "Steel Garage Door 5x3", plus the electrical infrastructure (switch / trigger plate / motion sensor), plus some "Plate" to fix a pathing issue.
24:41 10. Wedge Slide (100%) - vertical Wedge Narrow Tip, Wedge Narrow Low, and Wedge Narrow Middle.
Brilliantly demonstrated and explained! Also, your soothing voice gets 5 of 5 stars for me
Thanks - I always appreciate your support mate!
Nice variety of choices, I play with a lot of mods that increase the size and lethality of zombies (Darkness Fall, Wasteland, Rebirth.. ) so usually, I end up going with a bigger version of Jawoodle killing corridor with electric posts before the dropper, to slow them down letting me kill some of them.
one difference is I use the edge 60 blocks for all the walls pointed toward the entrance of the dropper, so when they destroy the first row of blocks they don't just smash the rest of the wall, but tend to continue to slide against them. and I added a roof to it, to limit the range the spiders can jump
But I like the garage door and slider Ideas. Maybe have the garage door drop them in a room filled with shotgun turrets or auto-turrets depending on what ammo I normally don't use and end up with a ton of. And the slider seems a better/simpler dropper than the corridor I am using.
Sounds like you've got all the improvements for the killing corridor sorted for sure, and I'm glad that you've got some other potential ideas from this list - I do like the slider - thinking of using it for early bases once done with melee.
A build you could use for insane leveling early to mid game is if you'd build your killing corridor not with a drop zone inside, but with a center pole for them to walk on. This ensures that they run on the exact same path, which aligns their heads for easy headshots. The gaps to the sides ensure that their corpses will drop down, instead of blocking those that follow. And electric fences crossing the path can be used to slow them down. Back in A18/19 I had a gap in between the corridor and the last wall of defence for them to try to jump across, drop down and loop back. -- I guess if I'd ever start playing again, I'd use one of your drop zones instead of the jump zone I had.
Hey mate, sounds like we have pretty similar ideas on how to build a horde base! I did this base a little while ago, with many of the features you're talking about, for headshots and corpse and loot bag disposal to the side! Check it out if you're interested and let me know if this is what you meant? ua-cam.com/video/_1qYnhEEafE/v-deo.html
@@CautiousPancake Yup, pretty much what I had in mind. :)
However, if it still works the same, try to have gaps (e.g. by using poles) for the corpses to fall down.
@@steffenrumpel2784 Ah yes - I partially addressed that - there was a follow up video to try and improve it - there were so many comments from people with things I wanted to try I had to do a follow up. I tried a few different options to get the corpses to fall - ended up the best I found (within the time I had) was for cube 1/2's forming the main path, and then some cube 1/4's to provide gaps in the path for the corpses and bags to fall, as well as poles to the side.
@@CautiousPancake The follow up build is pretty much what I had. 👍
My very first horde base used a simple wooden door lazing horizontally in front of the fighting position. It worked like a charm, but sometimes zombies bunch up making trying to trigger the door difficult.
My second base I laid in a double iron door horizontally, so that one half was on the zombie side and one half was on my side of the scaffolding and plate barrier. Now I have a clear view of the door and can use my side to throw down pipe bombs once its open. I always hang two shutters from the ceiling to cover the upper half of the fighting position and two shutters that swing in from the side walls to cover the lower half of the fighting position. I normally keep one side closed. This gives the zombies a larger area to pile up, but I really only have to deal with one side or can open them both when my friend joins me.
I hate floating blocks or pathing exploits... I understand zombies are dumb, but I try not to use them.... However in my double door base I did experiment with a second pathway off to one side with the 60 wedges. That way when i open the door, zombies still think they have a path to the fighting platform. Additionally I use two sledge turrets that ragdoll the zombies into the wedge 60 pathway wall, so even when the zombies arent using it, it still serves a purpose and feels less like cheating.
With the double door method I also have a clear iine of sight to repaid electric fences or blade traps I can place below the door.
I liked your powered door so much, and am glad anyone can use that method on day 7 with manual doors. It give me the feeling that I am the one triggering the trap and sending the zombies to their death. I know wooden spike are pretty much worthless, but early game when you are less worried about rage mode, its a lot of fun.
Great video... when the zombies are eating my arse late game, I will be using every dirty trick the game allows... lol!
Oooh - I like the double door approach! I had a similar base from the sounds of it with my screamer farm base, which is part infinity stairs, but with the dual path like you have as well - one side with the door control, and the other side with a zombie dropper to ensure there's always a path. I had trouble opening the door manually though, so the double door half on my side would have been perfect! I will have to remember that one :D
Forcing zombies to stop to jump greatly increases the effectiveness of sledge turrets. Even just changing the last ramp up to a square block with two sledge turrets right at the top will get most of the zombies. I used to just leave extra sledge turrets permanently in place for my horde base.
I love the sledge because u can put the burn mod on them ....I always use a sledge in hordnight
Thanks, good suggestion!
@@CautiousPancake Great minds work alike
I used almost half of these. I'll try the other ones that I still have yet to build in my playthroughs. btw, the zombie push build is great for melee-focused encounters.
Yes! I think the best by far for melee, due to the fact that if you place it at the front you just deal with one at a time.
A combo of that last slide with a grenade/rocket pit underneath is sooo fun. And an XP monster! 10+ points at the end of horde night is not unusual for our 3 player game
Nice! - I do love a rocket pit!
Hello Cautious
Thank you for your video and experimenting with the mechanics of the game!
I have built a C-Drop Horde Base and it works wonderfully. about 10% get trough and the rest can be killed by arrows or so. In addition, most of the Cop vomits get stopped by other zombies in front of him.
You can add the sledge turret or electric wires to maximize your kills.
That's awesome thanks for letting me know - sounds like your getting a slightly higher drop rate from just the c-drop, anything different that you've noticed?
Well, it seems that the zombies push each other due to the one block path. Often it's like a zombie-train, really. (64 zombies)
When it's less crowded, more get trough to me.
Ah, and I recommend to build a roof with railings or so and put spikes on it. Kills all the vultures and you can see trough for security!
Have a nice day@@CautiousPancake
@@franfriedrich40 Thanks franfriedrich - appreciate the response!
Great content thoroughly enjoyable and lovely voice/ vibe to accompany it.
Well laid out, explained and demonstrated.
Thank you kindly!
Nice! I always like trying different droppers, but like when I can still fight as well..
I like the .125 pole or whatever it's called, standing vertical. The more u use, the higher percentage drop. I use 2 so about half drop while the others u can easily melee and knock then off.
9:20 no zombies will get through until blocks are destroyed
*zombie immediately climbs over the three high blocks.
shush you :D but fair point - go 4 high to remove that issue!
They keep shooting themselves in the foot by constantly adding blocks without testing and nerfing it
Or they don't mind this sort of thing for base defense - it's hard to know!
I have always done the last one, but used only the top two wedge types, two wide sloping into each other and level, no raised blocks. as always good insite CP :)
thanks mp63au!
good video. I am a fan of all these droppers. I tend to replace the 2 blocks closest to my kill position with hatches for extra control and to dump bodies when they get in the way
That should work like the powered door - but can be manual of course! You can combine a bunch of these depending on what you're trying to achieve!
Excellent video! I was looking for this type of vid and you posted it in time. I have had 0 luck with the killing corridor for months now I can't get them to path.
Thanks, I'm glad it helps! Good luck with the build, it can be very frustrating when they don't path the way you expect!
Great video. What about using an angle block positioned above a block they need to jump over, to knock them off? I’ve fallen in the game when I bonked my head on something while jumping, seems promising.
That ... sounds like something I need to go and test! :D Thanks!
I really like the way you explain things 😊
Thank you! 😃
3:38 you could probably also have sloping blocks under the drop that slide the zombies far off so they dont go into rage mode near ur columns.. dunno why but im imagining having the zombies be in some sort of water slide park and having fun
haha water park builds are fun!
Im a fan of 2 half blocks facing away from each other leaving a 1 block hole with a cantered rail on one side, they just run straight down the hole leaving a way to whack them as they fall
Nice - I'll have to check that out!
Hi Cautious,
This is off topic but if you make a single path hallway and place doublepoles horizontally so you and zombies can run through, there is a funny and interesting interaction with the zombies.
Thanks Magicbeen - that's pretty funny - I'll have a bit more of a play with it over the break!
Here a little trick for the sledge turret it can put on on single block or even centered pole by using the nerdpole technique.
Thanks Jeremy - that's a good tip!
Made a MASSIVE base with huge walls all around. Built 8 large Towers (35) blacks high. Wide Towers that look somewhat like ganons room in OOT. (The towers you climb to get to Ganon during the fight.)
Problem is, i had NO IDEA that Zombies ATTACK while Climbing stairs. Although they shouldnt but the UnFun Pimps made sure you must use blocks like concrete. Not wood. Half of EVERY tower was finished with wooden blocks. Ran out of concrete obviously. Tested Horde with 32 zombies. They climbed the latter untill the wooded part of the towers. Stopped climbing and started to destroy wooden tiles for the fastest entrance. Probly the most lame aspect about this game is that the zombies dont act like zombies. Zombies are way to intelligent in 7 days to die.
I ended up knocking every tower down by taking out the bottom blocks. (Very fun to watch, created a fkin mess tho)
Im using multiple towers for multiple entrances for zombies. Also, as another form of damage.
Btw, found that regular zombies that wonders around can jump extremely high! ITS WEIRD!!! Zombies will NEVER jump like that during any chase or horde night! But, they can jump like 8 blocks heigh when a wall blocks there path! It reminded me of a rat being stuck in a garbage can and trying to escape. Very weird mechanic.
Still had fun building but the mechanics in this game is a joy kill.
The castle sounds awesome!
Zombies shouldn't attack stairs for no reason, especially if you're not nearby, but might in a few cases where - their path is broken, they'll get up as high as they can, then start going crazy, or possibly going through the wood made a "shortcut" somewhere and they will definitely be "smart" and pick the weakest material to bash through. Or sometimes they can get stuck on a block in the middle of a staircase, (if it's a spiral) and bash then. But yes - I'll often use concrete painted to look like wood if I'm going for an effect.
I'm really curious about the 8 block high jump though - I've never seen that! Is that in 1.0 experimental, or A21?
I coincidentally made something similar to the c drop. I built a zig-zag path using railings that causes a similar effect.
Nice!
I imagine a scenario where all of these are done on one place for variety and ensuring none gets to the center.
The MEGA drop base!
Pictures take, link recorded, fp's and z's once again defeated.
Your number ten that you claimed a 100% drop rate you can see 2 zombies add the end of that clip start hitting your push block. Once that block gets destroyed they will attack the rest. I'd say 90%
That front block isn't actually needed - it's there more to give them something to focus on if they do get grumpy. Additionally the plates with the lighting on them are actually detrimental to the pathing - removing them makes the zombies run more cleanly across the top. It's pretty unlikely if you were actively fighting them that you'd get into anything less than 100% drop.
Regarding Pseudo Posse's wedge slide: you can shorten the the length to 4 or 3 if you want some zombies to make it through.
That's a really good point! Hopefully people will go watch their original video - I liked the science part, but the rest of the base was pretty epic as well!
Very good Pancake. I have used a lot of these before, many of them thanks to you. You didn't go into vertical droppers this time, but maybe you will in the next video.
This is what i love about this game you can literally build anything :D
@@Mossyz. Minecraft for adults
Thanks Ezbz! And I've added vertical droppers to the ideas board :D
Absolutely!
@@superezbz Actually you could be correct on that ...Yes you could ...I like that ..Funny :P
It looks like the c drop, with the pit drop at the end of it, would be super effective in combination...😮
For sure! - lots of different combinations are possible depending on what you want - more fighting, or less fighting etc!
Nice work 👍😀
Thank you! Cheers!
Great vid! Well explained but I’m having an issue. I’m playing darkness falls and the zombies are pretty big. The half blocks method (3) they get stuck in the gap. I tried making it one bigger but they didn’t path. Which method would you say is best for this overhaul?
Hmm - good question! I've not played a ton of darkness falls, I remember seeing demons, but not the huge ones in the short play I did ages ago (might have been A20). For big zombies though - I'd expect killing corridor (5), zombie push (8) and wedge slide (10) to do well. I've never tested c-drop or rail jump so while I like those generally, the zombies might be too big to drop on those as well. Poles (2) and push blocks (4) I'd not expect to work on big zombies. Powered doors are always an option, but are more expensive to setup usually.
You can increase the drop rate of the thin side center posts with bars to 100%.
From your fighting position bring the posts out 3 or 4, then off to the left or the right adjacent to the last one, take the rest of the path another 5 blocks to your ramp. Now the path is split, but they touch each other so its a path. Put the bars 3 blocks in from the ramp. When they jump over it, the stumble animation drops them off the path before they can even try to navigate the split thats one block away.
Its not really 100%.. more like 99.99%. You might have one make it across every 2 or 3 hordes. And it will be a nurse. Not sure whats special about them, but of your 1 in 500 or so that will make it across, id bet 9/10 of them are nurses.
Interesting concept thanks! I'll see if I can re-create and test this, as I'm curious about one part in particular - where you mention the stumble animation. From testing I've done earlier in A21, I thought stumble had been nerfed and the zombies no longer can fall off a block during a stumble - at least if they are on their own. If they get a push then yes they can fall, so I'm curious to try your approach!
It dont think its technically the stumble that causes them to fall. It moves them so close to the edge on those super skinny polls. The first step they take after they snap out of it is a step onto nothing.
@@herogibson Ah yes, that would match what I've seen.
How you make your fighting position? Mine crawl in time from time
I use a double pole on the bottom, double pole 0.05m in the middle and double poles on top. This doesn't completely stop crawlers, and got a few during testing for this video, which wasn't helped by my little sloped roof as that pushes the zombies into a crawl position more often.
Regarding the final barrier, what blocks did you use? I see around 18:29 a zombie squeezed through somehow. I use scaffolding and wonder if there are better blocks.
I use double poles and at fighting height the double 0.05m poles. The scaffolding ladders are "better" especially for the cop spit protection, but I've never got the hang of fighting through them. I tried a little different roof on this one to stop the zombies coming over the top, and I think that made things worse for crawlers squeezing through as zombies standing on another zombie's head had to crawl. Might be something to look at for a future video.
Trying to build a new horde base what is the best build in your opinion and how much blocks high must be the horde base? I’m day 48 now
24:07 The garage door seems to become intangible when it starts to move and zombie fall through immediately. Can't you just rig two doors on the same circuit, One that's opened and one thats closed? That way when you flip the switch One door is moving out of the way in another door is moving to take it's place.
This would reduce the time there's no path to half a second possibly. Also some of the zombies seem to think that the moving door was still a path, so they might just keep running and falling through the doors until the doors stop.
That a good question... I'll have to go test, as there's a couple of things that could stop it from working. The block volumes should be ok as the garage doors only block out the volume where they start closed, so I don't think it will care that the open position doubles up over the same space. You can't have them running off the same switch though - as the doors don't exist as a physical object while they are moving (I wish they did!) so one has to be completely closed or nearly there like you said to provide an always on path.
So timing will likely be the main issue, unless you can place one closed while the other is open, so they do switch places off the one switch, but that will still leave the period while they are moving - about 4 seconds I think it was - where no path exists. Possibly doable, but also probably not superior to most of the other techniques.
Last thought - if I was doing double doors, I'd go with two separate paths, so you could full close one then open the other - which is a pretty common approach these days.
Unless I missed your point - in which case, sorry for the long, meaningless post :D
Yep you're right that's exactly what I was going for it. It's the Minecraft player in me every exploit must be exploited!
I'm new to the game, not even faced a horde yet, I didn't realize or think the block choices would be so extensive. Those ideas were all new to me, except for what you call the C drop, I'd thought when I get that far, I'd build a snaked path, but I'd imagined it being longer and more drawn out, sort of akin to a double s-bend shaped path. Even more to consider now!
I imagine you could build higher or dig ditches/trenches underneath the drop to maximize the fall height/damage, or just a pit that once fallen in*, they can't get out > easy to spear or burn!?
Obviously you did this in creative, but I assume all the blocks you used are able to be crafted in the standard mode
* if, once they're in there, you capped it off and built a lid over them/the pit; would they be contained indefinitely, meaning new zombies couldn't spawn elsewhere; or would they just end up mining their selves out?
maybe have spinning rotor blades underneath, or would a zombie blender just not be durable enough to make it worth it!?
Again, so much to think on/test out!
Thanks for the ideas/tips! :D
Edit: do they take fall damage?
Hey and welcome to 7 days! Yes there's lots of options for base building -that's one of the areas that I have the most fun with :)
There's plenty of options for base building within each base, I typically do videos on a particular aspect - but if you're looking for a great video for overall design check out this one from Guns nerds and steel ua-cam.com/video/ToBtf1lqIDw/v-deo.html
If you try and constrain the zombies in a pit they will eventually bust their way out - but if you're doing an explosives build, then it's a good option - something like this: ua-cam.com/video/GvibB7vtObU/v-deo.html
you can them in a pit with traps too - but blade traps do wear out quickly, so you need a backup option, or the ability to go repair them during the horde.
Welcome to the fun world of base design :)
And yes - they take fall damage, but it's limited and not as much as you would think - previously you could dig down to bedrock and all the zombies would just go splat, so they have capped all fall damage to 33% - there's an in depth vid of mine here: ua-cam.com/video/QBnjz2nDLbo/v-deo.html
Cool, thanks for the links!
Will just have to put some campfires in the pit; add fiery insult to injury; or leave some Molotovs in there and chuck a grenade in when the pits filled.
Yeah the building aspect is really interesting. Just learnt you can build your own prefab POI's and import them in to your world. Technically you could build your actual house and your local area, import them and you get to kill zombies trying to break in to your won home! :D
@@TheEyez187Haha for sure - sounds like you'll be building new poi's in no time!
@@CautiousPancake Re-watching, in particular the C-drop, made me miss a function out of Minecraft that maybe wouldn't go amiss in this. Holding shift or crouching, or whatever it was, next to an edge ensuring you wouldn't fall off! .. and my parkour's not high enough yet to mitigate fall DMG of more than a few blocks! I still think it's crazy you'd have to drop a zombie three times from build limit to bedrock to kill it!! Have you seen Dredd, the guys thrown from the top!! Zombie soup!! :D
@@TheEyez187 haha yeah I miss the old days where you could just watch the waterfall of zeds going splat! The ability to crouch and not fall off would make a good perk in the agility tree!
Very nice video ! Next time "The best ways to crouch zombies!"
I think this might be what you're looking for :D ua-cam.com/video/0Z1FzqE9gtU/v-deo.html
do you know when they introduced that annoying thing where zombies heads now have an invisible force field over them so they knock you off of walls etc? i think even dogs and birds have it.. i only noticed it on zombies in alpha 21, but it might have been earlier. i know the birds had it in alpha 20 cos theyd knock me off ladders a lot.. im wondering if there is any way to use that to our advantage? for example.. u know when ur standing on a plate block that is maybe half way thru the block area and zombies are trying to jump up below you their heads almost reaching you.. ive noticed it moves you around... i think you could almost be moved around like on a skating rink.. imagine u make an entire floor and turn it into a game where zombies push you around a skating rink all night? set it up like a game where u & ur mates have to guess which one of you will end up in a goal or something?
Yeah that was in A21 - standing on enemies now makes you move around. I'm not sure why they added it - maybe to stop bear riding?
@@CautiousPancake nah i think its to screw the players over.. literally everything they add in terms of how zombies act is to make it more & more impossible to play how you want to. they want everyone to do horde nights the exact same way.. i cant even do my wasteland only no cities playthru anymore cos u never get any water purifiers or enough books and cos there arent enough ruined buildings to escape from bears & dogs and not enough trash piles... and dogs can jump on cars now... they literally made it impossible to survive in the wasteland low level now.. makes sure stealth is useless, make sure players cant ever run away.. well its probably possible with feral sense turned off.. otherwise ur pretty much non stop running away from stuff
@@tigrecito48You could be right - it's one I've not seen talked about much anywhere!
@@CautiousPancake have you ever thought about doing a series starting from alpha 11 or so and each week doing one horde night and then moving up one alpha? a nostalgia thing? i asked neebs gaming if theyd do it but they never answer comments.. i dunno if you can technically start much earlier than 11.. i saw game society pimps started on that alpha i think... when i saw the list of alphas you can download it doesnt go down to 1... i forget which one it starts on... it might be an even better series if somehow you can keep everything you had from the previous alpha... dunno if a mod could do that.. other wise youd have to start the navezgane map again for each week, and try to build exactly what you had built and give urself the exact same things and level up etc could be quite a chore to do it all manually.. but i think it could be a rather cool thing to see iof someone wanted to put the effort in.. im assuming if you want to play earlier alphas its best to go for the highest number in that alpha so it has fewer bugs? right? i started playing this game in alpha 19.4 so id love to see what the earlier ones are like to play
@@tigrecito48 Tem's doing that now over on GNS! At least going through each alpha - I don't think he's doing a horde on each one.
I wonder how a double c drop would do then? Do one curving left then next going right.
In theory, 83% of the 17% that got through the first c-drop, should be dropped by the second, which if my (hopeless) maths is correct, would be about 14%, making it 97% effective overall?
Very Nice Pancake.
Thanks purpledude!
big ty
You're welcome!
been just trying to build that ramp you have in the video for like 2 hours.....what shapes did you use for the ramp itself?
I think that's just a standard ramp block - one normal, and one inverted give that a shot - and if it doesn't work let me know!
@@CautiousPancake Awesome ty so much that was exactly what it was :D. Going to give this a try in up coming horde night.
@@ChrisMunro-r1g You're welcome - and good luck!
do you have a drop design that avoids destroy area mode being triggered?
All drops have a chance of triggering destroy area, however bases built so that the player remains more than 11 blocks away from the zombies after they fall (in any direction) will nullify it. Please check out my Alpha 20 rage mode vid if you want to see the background for this - ua-cam.com/video/EE8Tt2c8Ogo/v-deo.html
ty
JaWoodle started the wedge slide back in A18, I think
Oh wow - I haven't seen that vid - i'll go hunting! EDIT - thanks for letting me know!
Can you kill the zombies directly with fall damage if you have built your base high enough?
Unfortunately (or fortunately, depending on your point of view) no. It used to be that way, but was changed a few alpha's ago, since a big pit meant you could easily complete the horde by just letting them fall. Damage is now capped at 33% per fall - if you want the full details, I did a video on this back in A20, but nothing has changed in how it works: ua-cam.com/video/QBnjz2nDLbo/v-deo.html
I’m in the process of building a solid 5x5 15 block tall tower but I’m concerned about the destroy everything mode when they fall. I don’t want to waste a bunch of time and recourses so do you think these drops would be safe for me to incorporate in my build? Thanks!
Yes, that should be fine! At 15 blocks high you're outside the rage mode limit (anything above 11 blocks is ok) - as long as the zombies still have a path to get to you they will fall and then run back up the path. Once they get within 15 blocks of you anywhere they will rage though - so if the zombie drop is say 5 blocks away from you, then they will rage mode on the path like you see sometimes in this video. So you might get a bit of damage here and there, but you should be pretty safe at 15 blocks high!
@@CautiousPancake Ahh so what I’m getting from this is I need to also make the drop 15 blocks away as well lol
@@AK3mm3 If you want something that's purely afk then yes - if you want some combat then having the drop within the 11 blocks is ok, as you'll probably be shooting them which will break them out of rage mode (as will any damage - so traps also help with this).
did they get rid of chasms to stop people making really easy drop/cliff bases? ive found the random gen maps in alpha 21 are extremely boring.. the cracks/chasm are always very shallow now with no steep edges... alpha 20 pregen map 6k used to have huge chasms like 100 block drops was really cool
Maybe for the new road smoothing they needed to? Or people didn't like cruising across the map and then suddenly finding themselves in midair :D
@@CautiousPancake well im always looking out for cool spots to build bases with cool views.. something different but im struggling to find anything interesting in most of the maps since alpha 21.. if i ever manage to finish the huge base im building now maybe you will see one ok ish location i found.. my entire 10k map i found 2 interesting spots, thats it..everywhere else was same old same old.. if i do manage to upload it hope u will take a look at my huge base but warning its gonna be laggy... most of my content is slideshows.. but i hope that people can look past that and see the bases i made. i would find it more interesting if there were cool unusual places to be honest like roads built alongside lcliff edges.. one time i found a causeway road that split a huge lake in two.. i used to like alpha 20 used to sometimes join chasms with lakes so u'd end up with huge cliffs going into super deep lakes.. ive tried various map types they all come out boring.. all mountains ... mountains and flats.. all one biome or two.. its weird also cos the rivers are no longer rivers and the lakes are no longer lakes.. you get fat rivers and think lakes..
Put the sledge turret closer to your fighting position.
That would make it more effective for sure, but only because the zombies are stuck there - the idea was to measure the drop mechanics as the zombies pass over them, to make it an equal test between different options!
@@CautiousPancake I can understand that, yeah. Maybe a caviat would have made sense then. But yeah, when I do it that's how I do it. I also explained to Temreki to drop it down half a block and put it on your right/their left to avoid setting off demo buttons. He mentioned it in his video
ok the half block drop works perfectly..my only issue is the base i'm standing in a few start to destroy the pillars and i'm constantaly having to jump out to kill them..Will they avoid this if i have the 1 pillar you have? i'm afraid to just be standing 1 pillar from death.
How tall is your base? Sounds like rage mode, which is usually triggered when the zombies fall, but if you can keep the 12 or more blocks away from you in all directions they won't do it.
@@CautiousPancakeNo the base is only 7 blocks high just some zeds atrack my base instead of running the ramp@CautiousPancake
@@hatemonetYeah so that'll happen until you go to 12 blocks or more - so you either have to build low and have enough blocks and materials to absorb the damage, or go high (which uses more blocks to build upward) to avoid it.
I just decided to force field around the base..working perfectly..thanks again for the response
how many blocks high up do you need for zombies to stop getting into rage mode when they fall to the ground?
Minimum is anything beyond 11 blocks. However, if zombies fall on the head of another zombie, that can take out a couple of blocks, so if you want completely rage-proof (for the supports) go to 14 or 15 (I use 15 personally).
Note that if your base then brings the zombies to your combat position and lets them within 11 blocks up the top there, the zombies will still rage then. But then at least they do it where you can see and shoot them to interrupt it.
@@CautiousPancake thank you very much for the info bro!
new to the game - can i kill them by fall damage ?
Welcome! and yes, but not in one go - you'd need to drop them at least 3 times. If you want all the nitty gritty info - here's an old vid I did, but the calculations haven't changed. ua-cam.com/video/QBnjz2nDLbo/v-deo.html
Oops. Video had 666 likes and then I have to go and ruin it.
Nice video. To the point, and everything is clearly demonstrated.
I'd like to see what happens if the C dropper was changed how that would effect the pathing. Just making it larger so they have less room to levitate across.
Thanks for the like - even if you moved it up one :D For the c-drop if you made it larger, I'm 99% sure it will completely break it - the current version works because the zombies think the two blocks opposite each other are linked, so they run straight off. If you make it bigger they'll "see" the gap in the middle and just run around the new shape - probably perfectly fine. You may still drop a few on the corners, but it won't be anywhere near as effective. Of course I'll have to go test it at some point - will let you know if I'm wrong!
Now zombies just destroys your base from the floor base
Thanks to the rage mode limit, they won't! If you can stay more than 11 blocks away from the zombie, they won't rage and destroy the base, but will loop around. It's something I figured out back in A20 - check out this video if you want the back-story :) ua-cam.com/video/EE8Tt2c8Ogo/v-deo.html
Did the zombies still go into rage mode after falling off this base design?
Yeah, although this was more focused on the drop techniques I did notice the rage mode kicking in on some of the falls. A21 has been somewhat weird with rage mode - I need to spend some time with 21.2 to see if I can pinpoint any changes!
Re-tested and confirmed that the 11-block rule that I determined back in A20 is still in effect - as this base is 12 blocks high it's outside the 11-blocks, so zombies that fall down to the ground are outside the 11-block range, and don't go into rage mode, until they run back up the path. Once they are 11-blocks or less from the player on the base, they can rage at that point.
Also worth noting - that I was sure I'd seen some rage mode in the video - and there is e.g. at 3:24. However these zombies fell onto the blocks 3 off the ground - putting them at 9 blocks from the player give or take - and therefore they are within rage mode, which is why it looks like it's still happening.
Hope that makes sense!
Do these still work? Also if so, does height matter?
Yes they all work the same at the moment, may change when 1.0 releases, but we'll see when that comes out!
As for height, you will get rage mode, where the zombies attack the supports if you are 11 blocks or less away from them, and depending on the number and speed of the zombies they can fall on each other if you are too low, which will allow them to get across.
@@CautiousPancake appreciate you keep up the great content!
Nothing like joining a server and seeing tons of these bases. They are so ugly :( Rather just build something with a moat, with 2 entrances, a kill zone with 2 blade traps, some electric fences, just repair and it looks way better, also no ammo needed.
All good mate - to each their own! It's been a while since I built a ground level base, probably since my smallest base build. Maybe I should give it a go one of these days!
@@CautiousPancake Doooo it! Try to build something that looks good and can still keep the zombies at bay, so many creative blocks
@@SicariiDTenebris will do - to be fair most of my better looking bases are more silly :D (e.g. plinko, blender, skull and sky bases) 🤣 I'll have to try a good looking normal base eventually!
@@CautiousPancake Just about being creative and functional, seen many bases that look good and still are fun during a horde night without making it afk easy.
Saw someone build a space observatory even!
I think they nerfed the last one.
The Wedge Narrow blocks are iffy now.
I've had mixed results in A21 where as in A20 it worked 100% of the time.
Even in Darkness Falls with the huge zombies... which is why I used the build in the first place. Shame.
Interesting! I've not seen any issues with it so far, although I don't use it as often as other methods, and this was all tested in A21. Do you recall what happened when it didn't work as well - were the zombies running across and not falling at all, or just occasionally making it?
@@CautiousPancake I've reviewed my footage and it seems I had a problem with pathing. They chose to go through a weak wall in stead of walk on those wedges. That makes no sense to me. [My Build was inside a Hotel POI.]
I'd really like these to work as I'm doing another Darkness Falls Insane run and those wedges are excellent for large Zombies!
Perhaps if the wedges are on a raised walkway like in your video it will be fine.
@@adamant4107 Thanks for the update - and yes, you're on the money with the raised walkway. This works as zombies prefer to get to the same height as you first, then try and get close - so if you give them a controlled path at your height with no other options, (unless you want to build multiple options yourself) then you can ensure they follow your path.
It's why so many base builds are all designed or elevated paths and tower builds - it controls the pathing and prevents unexpected issues 😀 Sorry if that's all stuff you know already!
@@CautiousPancake Thanks for the response. I appreciate it. I'm just about ready to take on Darkness Falls. [Only took about 5 hours of editing files to get the Mod the way I like but ... hey... that's 7DTD for ya!]
Looking forward to your next video!
Cheers!
My mainstay is 14 blocks tall with a two block .25 pole path and two dick punchers in line two take out the balk. Spitters can be a problem if im not careful
To counteract spitters, use standard cube blocks on the sides, bottom, and top of your fighting position. Spitters won't target normal cube shapes. Then use the scaffolding ladder in front of you. Spit won't go through it, but you can fight through them. Perception build is king for that base. I always put the sledge turrets at the front of the fighting position to hammer them off.
Good solid base from the sound of it! And exactly what @gilbertotero2779 said - straight cube blocks will stop the cops from spitting, any (almost any) other block type they will want to spit through.
Great video with testing but you don't include spiders which will in many cases will reduce some of your 100% effective options.
True, especially since I was testing with the drops close to the combat point, so they will want to jump across. However crawlers that try and walk over should still hold to the same drop rates in most cases, so it should be a minimal difference. But you are right, I should have factored that in!
We must hurry to use all those base settings, next alpha they all will be nerfed by devs, because we are not allowed to have fun :/
Lol - I know how you feel! Some of these have been around for quite a while now, so they are probably pretty safe!
Yes, pretty sure pathing cannot be fixed beyond a certain level, grid wise. So maybe the C dropper would be safe for some years to come, at least I think so.
you must like watching ant death spirals too. this approach is BORING. Build a base that doesn't exploit the pathing AI or height.
Homie you chose to watch the video tf you getting mad for 💀