Hey Josh, I'm taking a game design course for my SWE degree and I've gotta say I've got a new appreciation for how much of an absolute menace you must be to the fun pimps. Some of these are ingenious and hilarious, and a nightmare to try to patch in a way that would be realistic and not game breaking.
reminds me of glorious days at college where our teacher was shitting on our creations by entering unexpected stuff into our programs... ohh your menu want me to enter 1-5.. what happens if I enter 6... or "a" or @ or alt+tab ? .. he was offering little +1 when we would include a good function to prevent abuse per different try. Thats was my first time where I got +30 points on top of perfect grade for my project. I actually included a badass popup "you will enter what I permit you to enter" after 20 mistypes hehe so getting a +30 he def got that popup lol
Just want to thank you for all of the entertaining videos over the years. My fiancé got me into watching you pretty much when we met 6 years ago. She loves and watches every video you have put out for 7 days plus some others she thought were interesting. We've been looking forward to the actual release for 7 days, we've been playing since alpha 12. Unfortunately she won't be able to enjoy her favorite game any more as her fight against cancer has taken terrible turn. She's currently in a place called Hospice which is for people who are pretty much expected to pass at any moment. I will continue watching and enjoying your content to keep her memory alive and well as well keeping in her in my games. Like I said just wanted to thank you for the fun times.
I'm so sorry to hear about this--but proud of you for continuing to play. That's the kind of spirit I'd want my guy to have, and I bet your fiancé agrees. If you can, go ahead and get that wedding done NOW.
Instead of going longer go taller or dig down to give yourself the 11 distance. I personally always dig down to at least stone before I start putting down foundations.
Same but I always put 2 layers of concrete or steel down too since demos constantly get triggered by other zombies going into destroy everything mode and decide to slap the demo nips.
With the bar corner version of the dropper, put the splitter wedge at the bottom bar level, will still split them but you can still shoot over the top.
Since you only need the middle block to see their heads, try the rail corners with the long wedge design on top and bottom. The wedges will push them out and off while the middle is clear to shoot through. Best of both worlds.
For a hoard base i make mine similiar except i dont do that drop or that long of a walkway. At the top of the stairs for them i do a pole that leade to the platform i stand on which is caged with a square open facing the zombies. They run single file across the pole which makes shooting them easy. If they make it to me they are blocked bynthe cage but since where they swing is open damage is to a min and it allows for melee weapons
Holy shit. Killing Corridor is still undefeated?! That's incredible. I built an over the top version of this 2-3 years ago (I made it with 4 corridors and traps everywhere, it's pretty nutty. I think in A19.) I was going to test this myself but, now I don't have too. Truly the best base I've ever built was the corridor with my own spin because it works so well.
For anyone wondering why zombies are still beating on your supports, JaWoodle doesn’t build high enough far too often. Zombies have a ‘rage mode’ that is triggered after falling any hight that is below 11 blocks high.
If you don't want a zombie to swing at your base, put a ladder there up to the top. They won swing at a ladder if they can climb it. I build bases similar to this, but I use ladders to protect the supports. I'd rather have them crawl up than have to deal with a collapsed pillar.
Do the wedges on top and bottom of the bar corner bars 25:30 instead of bars top to bottom they will still deflect unless they try to crawl in the space with the corner bars
12 - 14 was the magic number that stopped the DA mode for my world. I did the same thing you did where I would move back one block at a time to test and 11 would work for most of the Zs. However I found that there were ones that would land on top of the early fallers that were standing up and then fall off of them, which meant they were within 11 blocks of the player when they fell, so it would trigger DA mode again.
I'm so happy to see this!! I am taking notes, saving your vid so your killing corridor will be a horde base staple in the server I play on. Thank you so much for doing these tests. And I hope TFP don't watch this!
Woodle, I use a variation of your dropper system shown at 33 minutes, it works great ! Mine is suspended with plates, no columns, so they have nothing to really hit at their level when they go into destroy mode. Rock on !
As a more effective zombie dropper remove 1 whole side of this that he built and simply put a pillar 0.5 sticking off the zombie end and they will run off with no problems of getting stuck. Be sure that it is still 2 blocks wide with the half blocks on one side and the pillar 0.5pp.
My variation of the killing corridor is pretty straightforward. First, I do my height at 12 blocks. I do a three-wide path, the first section of the path with a 1 block hole running down the middle. This forces the zombies to one side or the other. The stairs up are three wide from a platform at around 6 blocks up from ground, with side stairs (also three wide) leading up on both sides of it from the ground. I put side walls all along the corridor, but supported off the sides from the main support pillars. In between, there is a gap at the bottom 1 block high along the main path. I add a single block to the side of the path to support a blade trap. These are symmetrical, so there's no way to get around them, and they massacre the zombie legs. Both before and after the blade trap, I put electric fences. For an intellect build, it is very close to an xp farm afk base. Been running another one in War3zUK AIO and I'm going through maybe 200 rounds of .44 through my DV by morning. 4 blade traps, 9 pairs of electric fences, 4 relays, two switches. If you don't shoot the zombies, the fences and blade traps will eventually get broken. And while they cannot reach you, if you want the max XP you'll need to do some shooting. Building it 11 high off the ground uses a lot of resources, so start building early and spend some time each day collecting extra wood, stone, clay, and eventually cement. Buy a few electric fences from the traders (or craft if you can) and a generator as well. Wrench cars ASAP to find an engine or two. By day 7, you should be able to run the fences. If you have a scope, put the first fences right where the zombies come up onto the path at the top of the stairs. Snipe them as they are electrocuted. Easy headshots. By the second horde night, you'll be able to afford a couple of blade traps and some more electric fences. Where you stand in the enclosed base portion does effect which side they take, but which side they spawn on affects it more. But with a little practice it's easy to just hit headshot after headshot. The only real worry are Demos and Cops. Once you are up to concrete, cop spit isn't as much of a concern, but cop/demo explosions can still wreck stuff (especially the fences/blades) so prioritize eliminating those safely. Late game, I add shotgun/SMG auto-turrets on platforms above the lower stairs leading up to the first landing, both platforms targeting the platform. Put the turrets on a separate switch, so you can use it for breathing space or harsh waves. Otherwise they'll run out of ammo pretty fast.
Back to JaWoodle park, hurray! This kind of video was the first I stumbled across when I first discovered this channel back when the game was in like Alpha 17 or something, and most of JWs 7 days content was messing around building bases. Memories! Will you build a Hall of legends this time too? haha
And for destroy area mode, being at 11 blocks away won't prevent zombies from triggering it. They just ignore it. If they get closer to a player before the destroy are counter hits zero they will still attack blocks at random
Just made this base with a friend. Complete failure on horde night. Zombies attacked the foundation of the bunker we were standing in at the end of the walkway and destroyed it immediately at the very beginning of the night.
For the middle wedge designs, you could just place the wedges 2 blocks further in, so that the first wedge piece is already at the bottom wedge pieces, which should make them fall down much earlier already with less chances of them ever getting stuck there. you build all your front wedges on top of full blocks, which means that they will only really start falling down when they're past those front wedge pieces.
This is great, I kind of wish you'd build out of a material with borders so I can count the blocks in your build better... cement blocks don't have an borders so it's very hard to count your distances
Despite watching/listening to a few of the 1.0 streams over the weekend, I was not nearly as prepared for my first horde as I thought I was. Started the night with 406 rounds of 9mm and figured that'd be enough for two or three horde nights. It was barely enough for the first night, at dawn I was down to just 27 9mm. If I can't scale my ammunition supply up a lot I might have to build this looping corridor.
You can use the same principal of 11, and the same design and just build the base taller instead of longer. So I will use a similar design (early/mid game) as the one presented here; just taller instead of longer.
I put horizontal bars before the corridor and build high enough so cops don't puke. the bars let them fall before the corridor and in this part i put sledges or other traps. I've also built this at the height limit it's lots of fun.
Add ladders to the stair wall. It keeps zombies from trying to attack the wall. They will just climb the ladder instead. Keeps them from getting over crowded and attacking randomly as well.
I think you were onto something with the Shark Fin, and the Corner Railings. For the purpose of minimising resources to build. If you had the Bars Centered Corner 3 Blocks high, and in front of them the Shark fin. But, Remove the Middle of the Shark Fin, so you only have top and bottom shark fin blocks. This would give you a line of sight at shooting height, and the Top/Bottom Shark fins would continue to guide the Z's off, the top fin stopping them just on top of the empty middle space. So from the side it would look: Bars Centered Corner - Shark fin Bars Centered Corner Bars Centered Corner - Shark fin
Woodle, at 27:05 I think the issue is that you placed the rails on top of the "entry" wedges, so it broke that option entirely, plus they have a full block to stand on to beat at the rails. I think if you moved the slanted rails back 2-3 blocks, they might still attempt to cross an then get knocked off by the rails.
this only works the 1st 2 horde nights, when cops start showing up they spit immediately because they hate 1/2 blocks. also as soon as they take out 1 of the 1/2 blocks on the side, they don't care about the dropper contraption anymore they will just chip away at the corridor walls instead of pathing. can you make a design similar to this that isn't a cop spit magnet?
Love Park videos! Can't wait to see what's changed. I will say that while I use most of your principles, you still use so many more resources than I do. I'd love to see you do a minimalist challenge and see how few resources you can use to build a reliable dropper/corridor. For instance, with the dropper I would only make it 1 block wide. Same principles, but 1/3 the cost.
So, I built this design the one towards the end that has the big opening with the tiny ledge in the middle like pictured at 31:12 and it worked good for just normal zombie encounters but when i took it into the first horde night it broke. I followed along pretty closely but I think some code about how horde nights are broke it because like 50% would just ignore the stairs and go straight for the pillar I was at and start beating on it especially if they were coming from the side where my pillar is that I'm up on.
The exact same thing happened to me. I counted out his blocks and replicated very close to his build, but my first Day 7 horde came and they ignored the stairs and focused the pillars I was on. I would run down and was able to kite some away, but few would fall down through the opening, and instead, would run back down the stairs and return to the pillar with the rest. I believe you are correct, and his test (spawning zombies) and the real horde night spawn are very different in their programming, and not like the all the old alphas I remember playing in the past.
Here's a suggestion and a bit of a challenge: would you consider making a cheapskate version of every horde base that you are 100% confident will work? So for the killing corridor maybe make everything out of cobble and leave the stairs alone in concrete. Cuz week one you really don't have that much concrete and from what I've see they've basically halved the money you get by questing and selling stuff at the traders.
It’s the distance from you not the height, but yes if you 12 blocks up then your far enough away when they hit the ground. The other side is the timer is still going so if they get back within distance before the timer runs out they go back into destroy area and start punching your pathways.
Those slanted bars are making me wonder if we can use a path using poles that turns right after diagonal bars to make zombies jump over into thin air Also time for some fresh testing on which blocks prevent cops from choosing to spit at a distance.
Instead of 12+ blocks long have it 12+ Tall, its the distance you are from them when they hit bottom, this way you can be right at dropper so it is easier to shoot them , you could even make it 1 block wide so they all path on the one side, make the split wall to stairs so there in a nice line to shoot before they drop the 13 blocks and run back up
I know it's a meme now and you did that one series where you went a week with all the attributes and on day one of Int you ate glass, but the stun baton was bad a couple of alphas ago. When you try it now I think you'll like it. When you get the books you stun regularly, if you eat the candy you have aoe stuns, and if you have the repulsor it's super knockback. If you ever do get around to the 100K baton run, do not use Nerd Tats with a Repulsor mod, they don't both work. Well in A21 it was one or the other (aoe stun from the candy instead of the repulsor) AOE knockback from the repulsor is better then aoe stun in most cases.
I combine the zombie drop with traps that I can repair from safety, and a molotov opening. Melts zombies faster than they can spawn, even on max level/Insane/Nightmare.
I'm sorry JaWoodle, I've been watching your vids for years and never happened to sub. Fixed that lol I never thought we would see the day 7 Days to Die would leave Alpha. Such a good day.
this doesn't work for me, they attack the pillars on horde night. for any of this to work, you HAVE to build at least 13 blocks up, or they will attack the pillars below you.
You technically only need half of that second version. There isn't really a need for a second path except for the redundancy factor. They don't even need to be side by side.
Just starting to watch this one, but I'm wondering; how do you level out the ground before building? I've seen that before on ur vids but I kinda missed the explanation on that.
Tried to catch this game during streamer weekend and your stream was top of the list on twitch. I clicked into it and the first thing I heard was you yelling at your chat about calling you a minecraft player or something. I thought "Oh gods, another toxic angry streamer" and left. Glad I decided to give this vid a chance. You arent quite so bad.
JAWOODLE PARK 1.0!!!! Killing Corridor still undefeated!
Spoiler!! LOL
Yass!! This is what I was waiting for!!
uh oh...
love ya dude. already on the important topics. so i can save on mupperty when i get my hands on the update. always fun watching
The secret ingredient will be junction boxes.
Wouldn't be a Woodle base build if we didn't collapse the whole thing at least once.
Hey Josh, I'm taking a game design course for my SWE degree and I've gotta say I've got a new appreciation for how much of an absolute menace you must be to the fun pimps. Some of these are ingenious and hilarious, and a nightmare to try to patch in a way that would be realistic and not game breaking.
reminds me of glorious days at college where our teacher was shitting on our creations by entering unexpected stuff into our programs... ohh your menu want me to enter 1-5.. what happens if I enter 6... or "a" or @ or alt+tab ? .. he was offering little +1 when we would include a good function to prevent abuse per different try. Thats was my first time where I got +30 points on top of perfect grade for my project. I actually included a badass popup "you will enter what I permit you to enter" after 20 mistypes hehe so getting a +30 he def got that popup lol
Just want to thank you for all of the entertaining videos over the years. My fiancé got me into watching you pretty much when we met 6 years ago. She loves and watches every video you have put out for 7 days plus some others she thought were interesting. We've been looking forward to the actual release for 7 days, we've been playing since alpha 12. Unfortunately she won't be able to enjoy her favorite game any more as her fight against cancer has taken terrible turn. She's currently in a place called Hospice which is for people who are pretty much expected to pass at any moment. I will continue watching and enjoying your content to keep her memory alive and well as well keeping in her in my games. Like I said just wanted to thank you for the fun times.
I'm so sorry to hear about your Fiance, that's awful.
So sorry to hear that bro
@@aleksandreliott5440 thanks it's been a pretty rough few months
@@reallybadgamer thank you
I'm so sorry to hear about this--but proud of you for continuing to play. That's the kind of spirit I'd want my guy to have, and I bet your fiancé agrees. If you can, go ahead and get that wedding done NOW.
Instead of going longer go taller or dig down to give yourself the 11 distance. I personally always dig down to at least stone before I start putting down foundations.
Same but I always put 2 layers of concrete or steel down too since demos constantly get triggered by other zombies going into destroy everything mode and decide to slap the demo nips.
@@jimdob6528 Kinky dead bastitches . . .
@@jimdob6528 Considerin that the Demos button is now much higher (at the right shoulder), maybe other zombies won't trigger them anymore now...
Have you ever seen him with height? I agree tall is good, but this is JaWoodle. Not enough casts in the game.
Second layer I do with plates and colour them so I easily see when the second layer is destroyed.
It's JaWoodle Time at JaWoodle Park in 1.0, let's go!!
He's gonna make the Fun Pimps Pay him for once to stop breaking their game.
With the bar corner version of the dropper, put the splitter wedge at the bottom bar level, will still split them but you can still shoot over the top.
29:16 Never change Woodle 😂😂
I wonder if cops spitting thru blocks has been fixed 🤔
nah they wont fix that shit cause it works in the gimps favour, now if it worked in our favour they would have patched it within 24 hours.
Since you only need the middle block to see their heads, try the rail corners with the long wedge design on top and bottom. The wedges will push them out and off while the middle is clear to shoot through. Best of both worlds.
For a hoard base i make mine similiar except i dont do that drop or that long of a walkway. At the top of the stairs for them i do a pole that leade to the platform i stand on which is caged with a square open facing the zombies. They run single file across the pole which makes shooting them easy. If they make it to me they are blocked bynthe cage but since where they swing is open damage is to a min and it allows for melee weapons
Built one of these for todays blood moon, and it was the easiest horde night I've ever been in! Thank you!
Holy shit. Killing Corridor is still undefeated?! That's incredible. I built an over the top version of this 2-3 years ago (I made it with 4 corridors and traps everywhere, it's pretty nutty. I think in A19.) I was going to test this myself but, now I don't have too. Truly the best base I've ever built was the corridor with my own spin because it works so well.
For anyone wondering why zombies are still beating on your supports, JaWoodle doesn’t build high enough far too often. Zombies have a ‘rage mode’ that is triggered after falling any hight that is below 11 blocks high.
If you use a garage door on the killing corridor you can walk a across when door is powered
If you don't want a zombie to swing at your base, put a ladder there up to the top. They won swing at a ladder if they can climb it.
I build bases similar to this, but I use ladders to protect the supports. I'd rather have them crawl up than have to deal with a collapsed pillar.
Love to see the journey thus far!
JOSH, your best horde base even until this date was the Fire House. Bar none. I hope you give it another chance.
Do the wedges on top and bottom of the bar corner bars 25:30 instead of bars top to bottom they will still deflect unless they try to crawl in the space with the corner bars
12 - 14 was the magic number that stopped the DA mode for my world. I did the same thing you did where I would move back one block at a time to test and 11 would work for most of the Zs. However I found that there were ones that would land on top of the early fallers that were standing up and then fall off of them, which meant they were within 11 blocks of the player when they fell, so it would trigger DA mode again.
I'm so happy to see this!! I am taking notes, saving your vid so your killing corridor will be a horde base staple in the server I play on. Thank you so much for doing these tests. And I hope TFP don't watch this!
Woodle, I use a variation of your dropper system shown at 33 minutes, it works great ! Mine is suspended with plates, no columns, so they have nothing to really hit at their level when they go into destroy mode. Rock on !
looks great i might build this one
Nice vid bro keep it up ❤
Always a pleasure. Thanks Josh
This looks brilliant Josh! Thank you I will try this in my world to see how good it works for me during the horde nights
As a more effective zombie dropper remove 1 whole side of this that he built and simply put a pillar 0.5 sticking off the zombie end and they will run off with no problems of getting stuck. Be sure that it is still 2 blocks wide with the half blocks on one side and the pillar 0.5pp.
A JaWoodle park episode, nice!
these are by far the videos i look forward to the most
1.0 mania at JaWoodle Park. It's infectious, I hear.
JaWoodle Park! Cant wait to see it all filled up with test sites!
Horde base building is quite fun, same with building a normal survival base. Good to know the meta hasn't changed.
Brilliant 🙂 Can almpst see the F P taking notes lol
My variation of the killing corridor is pretty straightforward. First, I do my height at 12 blocks. I do a three-wide path, the first section of the path with a 1 block hole running down the middle. This forces the zombies to one side or the other. The stairs up are three wide from a platform at around 6 blocks up from ground, with side stairs (also three wide) leading up on both sides of it from the ground. I put side walls all along the corridor, but supported off the sides from the main support pillars. In between, there is a gap at the bottom 1 block high along the main path. I add a single block to the side of the path to support a blade trap. These are symmetrical, so there's no way to get around them, and they massacre the zombie legs. Both before and after the blade trap, I put electric fences.
For an intellect build, it is very close to an xp farm afk base. Been running another one in War3zUK AIO and I'm going through maybe 200 rounds of .44 through my DV by morning. 4 blade traps, 9 pairs of electric fences, 4 relays, two switches. If you don't shoot the zombies, the fences and blade traps will eventually get broken. And while they cannot reach you, if you want the max XP you'll need to do some shooting.
Building it 11 high off the ground uses a lot of resources, so start building early and spend some time each day collecting extra wood, stone, clay, and eventually cement. Buy a few electric fences from the traders (or craft if you can) and a generator as well. Wrench cars ASAP to find an engine or two. By day 7, you should be able to run the fences. If you have a scope, put the first fences right where the zombies come up onto the path at the top of the stairs. Snipe them as they are electrocuted. Easy headshots. By the second horde night, you'll be able to afford a couple of blade traps and some more electric fences. Where you stand in the enclosed base portion does effect which side they take, but which side they spawn on affects it more. But with a little practice it's easy to just hit headshot after headshot. The only real worry are Demos and Cops. Once you are up to concrete, cop spit isn't as much of a concern, but cop/demo explosions can still wreck stuff (especially the fences/blades) so prioritize eliminating those safely.
Late game, I add shotgun/SMG auto-turrets on platforms above the lower stairs leading up to the first landing, both platforms targeting the platform. Put the turrets on a separate switch, so you can use it for breathing space or harsh waves. Otherwise they'll run out of ammo pretty fast.
Back to JaWoodle park, hurray! This kind of video was the first I stumbled across when I first discovered this channel back when the game was in like Alpha 17 or something, and most of JWs 7 days content was messing around building bases. Memories! Will you build a Hall of legends this time too? haha
And for destroy area mode, being at 11 blocks away won't prevent zombies from triggering it. They just ignore it. If they get closer to a player before the destroy are counter hits zero they will still attack blocks at random
So the counter always starts, but the distance makes them ignore the mode
Thank you JaWoodle for JaWoodle park. You improve on your designs every time I see it.
Just made this base with a friend. Complete failure on horde night. Zombies attacked the foundation of the bunker we were standing in at the end of the walkway and destroyed it immediately at the very beginning of the night.
For the middle wedge designs, you could just place the wedges 2 blocks further in, so that the first wedge piece is already at the bottom wedge pieces, which should make them fall down much earlier already with less chances of them ever getting stuck there.
you build all your front wedges on top of full blocks, which means that they will only really start falling down when they're past those front wedge pieces.
This is great, I kind of wish you'd build out of a material with borders so I can count the blocks in your build better... cement blocks don't have an borders so it's very hard to count your distances
LOVE IT!!! Glad to see the killing corridor is alive and well for 7D 1.0!!! :D
Woodle Im still waiting for that baton series. You better make good on your promise :D
Despite watching/listening to a few of the 1.0 streams over the weekend, I was not nearly as prepared for my first horde as I thought I was. Started the night with 406 rounds of 9mm and figured that'd be enough for two or three horde nights. It was barely enough for the first night, at dawn I was down to just 27 9mm. If I can't scale my ammunition supply up a lot I might have to build this looping corridor.
You can use the same principal of 11, and the same design and just build the base taller instead of longer. So I will use a similar design (early/mid game) as the one presented here; just taller instead of longer.
I was going to ask about scaffold ladders.
They stop the vomit but the pimps could have nurfed that!
I put horizontal bars before the corridor and build high enough so cops don't puke. the bars let them fall before the corridor and in this part i put sledges or other traps. I've also built this at the height limit it's lots of fun.
You rock!
Great to see you Josh. It's been a minute for me.
JaWoodle Park! It's good to see the zombies haven't changed too much since A21!
Was hoping this was coming!
Of course Arlene is the first zombie in JaWoodle Park 1.0 lol. It's already on fire... and not because it's in the desert ;)
Add ladders to the stair wall. It keeps zombies from trying to attack the wall. They will just climb the ladder instead. Keeps them from getting over crowded and attacking randomly as well.
Can’t wait for my personal favorite the pitfall base
A section of the canal that had been dormant for a long time has returned.
zombie forcefield reconfirmation when? lol awesome vid and lovely to see your signature creation remains the champion!
I think you were onto something with the Shark Fin, and the Corner Railings.
For the purpose of minimising resources to build.
If you had the Bars Centered Corner 3 Blocks high, and in front of them the Shark fin. But, Remove the Middle of the Shark Fin, so you only have top and bottom shark fin blocks.
This would give you a line of sight at shooting height, and the Top/Bottom Shark fins would continue to guide the Z's off, the top fin stopping them just on top of the empty middle space.
So from the side it would look:
Bars Centered Corner - Shark fin
Bars Centered Corner
Bars Centered Corner - Shark fin
I could be mistaken but if you do 3 water high in a pit they derage and you could place it below.
Woodle, at 27:05 I think the issue is that you placed the rails on top of the "entry" wedges, so it broke that option entirely, plus they have a full block to stand on to beat at the rails. I think if you moved the slanted rails back 2-3 blocks, they might still attempt to cross an then get knocked off by the rails.
this only works the 1st 2 horde nights, when cops start showing up they spit immediately because they hate 1/2 blocks. also as soon as they take out 1 of the 1/2 blocks on the side, they don't care about the dropper contraption anymore they will just chip away at the corridor walls instead of pathing. can you make a design similar to this that isn't a cop spit magnet?
Love Park videos! Can't wait to see what's changed. I will say that while I use most of your principles, you still use so many more resources than I do. I'd love to see you do a minimalist challenge and see how few resources you can use to build a reliable dropper/corridor. For instance, with the dropper I would only make it 1 block wide. Same principles, but 1/3 the cost.
The tip is absolutely necessary... Arlene loves the tip.
So, I built this design the one towards the end that has the big opening with the tiny ledge in the middle like pictured at 31:12 and it worked good for just normal zombie encounters but when i took it into the first horde night it broke. I followed along pretty closely but I think some code about how horde nights are broke it because like 50% would just ignore the stairs and go straight for the pillar I was at and start beating on it especially if they were coming from the side where my pillar is that I'm up on.
The exact same thing happened to me. I counted out his blocks and replicated very close to his build, but my first Day 7 horde came and they ignored the stairs and focused the pillars I was on. I would run down and was able to kite some away, but few would fall down through the opening, and instead, would run back down the stairs and return to the pillar with the rest. I believe you are correct, and his test (spawning zombies) and the real horde night spawn are very different in their programming, and not like the all the old alphas I remember playing in the past.
i want raiders to be implemented still! i hope they eventually get to that!
They are already in the plans, they released a timeline on when things are supposed to come out. I believe GNS did a video going over the timeline.
I find it so wild that this game was in an alpha version for like 11 years. I almost thought this game was going to say in alpha forever
Oh lord. Let's see how this goes.
So, what I do is build a caged wall at the drop point.
It is still 11, they just don't drop and bounce off each other to less than 11.
I do miss the pre-A17 tank bases.
Same, but new decision making ai don't really make it all that viable
Need to find a good melee horde base for this 1.0
Here's a suggestion and a bit of a challenge: would you consider making a cheapskate version of every horde base that you are 100% confident will work?
So for the killing corridor maybe make everything out of cobble and leave the stairs alone in concrete. Cuz week one you really don't have that much concrete and from what I've see they've basically halved the money you get by questing and selling stuff at the traders.
He should go with Wood even and only Cobble for the structural important stuff... because I basically never have concrete on Day 7 ^ ^
@@mementomori5580 if he feels confident enough yeah. Just remember that Arlene goes nuts for wood
You also just simply don’t need concrete on day 7 for the 5 zombies that show up, a hatch in a doorway works for it
If they fall less than 11 blocks they go into rage mode. You need to be 11-12 off the ground
It’s the distance from you not the height, but yes if you 12 blocks up then your far enough away when they hit the ground. The other side is the timer is still going so if they get back within distance before the timer runs out they go back into destroy area and start punching your pathways.
Id love a zombie running screensaver
Fuck yes Jawoodle Park is what Im here for! love it :D
Those slanted bars are making me wonder if we can use a path using poles that turns right after diagonal bars to make zombies jump over into thin air
Also time for some fresh testing on which blocks prevent cops from choosing to spit at a distance.
Missed the JWPark videos,
!
Instead of 12+ blocks long have it 12+ Tall, its the distance you are from them when they hit bottom, this way you can be right at dropper so it is easier to shoot them , you could even make it 1 block wide so they all path on the one side, make the split wall to stairs so there in a nice line to shoot before they drop the 13 blocks and run back up
I know it's a meme now and you did that one series where you went a week with all the attributes and on day one of Int you ate glass, but the stun baton was bad a couple of alphas ago. When you try it now I think you'll like it. When you get the books you stun regularly, if you eat the candy you have aoe stuns, and if you have the repulsor it's super knockback. If you ever do get around to the 100K baton run, do not use Nerd Tats with a Repulsor mod, they don't both work. Well in A21 it was one or the other (aoe stun from the candy instead of the repulsor) AOE knockback from the repulsor is better then aoe stun in most cases.
Josh you would be the only content creator to say don't subscribe. that was funny as hell
Woodle-Time!!!
I combine the zombie drop with traps that I can repair from safety, and a molotov opening. Melts zombies faster than they can spawn, even on max level/Insane/Nightmare.
I'm sorry JaWoodle, I've been watching your vids for years and never happened to sub. Fixed that lol
I never thought we would see the day 7 Days to Die would leave Alpha. Such a good day.
Bar centers and the thin wedge in front of it but the head height block empty would be a good best of both worlds most likely
for an early base with fewer blocks anyway
Diagonal railings so you can still shoot through
full release 1.1 coming to a PC near you
I was anxious for the console release... but with 4090s barely getting better than 45fps, there's no way console will be playable by July.
Awesome
A screensaver is a great idea. 😃😃
this doesn't work for me, they attack the pillars on horde night. for any of this to work, you HAVE to build at least 13 blocks up, or they will attack the pillars below you.
You technically only need half of that second version. There isn't really a need for a second path except for the redundancy factor. They don't even need to be side by side.
Just starting to watch this one, but I'm wondering; how do you level out the ground before building? I've seen that before on ur vids but I kinda missed the explanation on that.
You normally make it 3 block wide if I'm not wrong.
If you put Hay at the bottom of the dropper, will it help stop the horde going into a frenzy??
I wish you had spawned in some cops. I'm worried they can spit at you before they drop.
And so it begins again.
Almost 500 hours in this game and now they are pulling me back in 🙄🤣🤣
I pray for a day horde bases don’t look like a toy for a hamster
Can you do a version of this with a whole bunch of turrets and traps?
That rocks
Next you'll test the zombie force field.
Tried to catch this game during streamer weekend and your stream was top of the list on twitch. I clicked into it and the first thing I heard was you yelling at your chat about calling you a minecraft player or something. I thought "Oh gods, another toxic angry streamer" and left. Glad I decided to give this vid a chance. You arent quite so bad.
Wonder why they didn't make the AI like a16 that makes it random and have other half be the AI zombies. Would've been nice to have a variety
1.0 is not fully out, its Experimental Beta