As someone who's played a lot. The block count is like 12 I believe but the key is if a zombie gets back to you within so many seconds, 10 seconds I believe it is, they will enter destroy area if they get within 12 blocks within 10 seconds or so of taking damage.. so you can either, make it much taller, add a path that takes them longer to climb, or add a trap like an electric fence before they get that close to reset them. My base design that I use on all my playthroughs is 13-15 blocks tall, with stairs and a 12 block long hallway leading to a pole for the last 2-3 blocks in front of my fighting position.. sometimes i like to put a door on its side in front of the fighting position so that i can just drop them and stop them from being able to reach the fighting position long enough to do repairs. This design (along with blade traps in the roof of the fighting position for the birds) will survive an end game horde easily in vanilla.. in a tougher mod like df, I'll 2-3 fighting positions, laid out the same with doors to control pathing (Tem at gns uses this multiple fighting position setup a lot) but most of this redundancy is for cops and demos that can destroy a path.. with other zombies, a single position works fine
@@shadowproductions969 with electric vault doors you could make a bipolar entry. One for fighting zombies and one for dropping them by using the "v plate" shape (relate to Jean's Gaming for that). So when you open the fighting door zombies come to your fighting position. When you close that and open the dropper door, zombies will simply run the loop indefinitely while you do repairs
For a melee base with a dropper, to avoid the 'destroy everything' problem, you can try building out forward from the main support pillar, and putting a couple of 2 high pillars between the support and where they hit the ground, so they attack them instead. Just be wary of collapse when you're putting the roof on. (cough) Definitely haven't lost a base just before the horde doing that (cough)
7:10 - We kinda did this by accident by putting ladders inside the silo at the factory and standing up the top and shooting down. We were out and about and didn't have long to prepare and it worked so good we went back to it a few more times. As long as there's heaps of ladders it works well.
For anyone wondering I ran this base for a night 4 horde out of cobblestone and had to use 4 extra support columns underneath the each corner of split walkways. I was able to leave them as frames and no zombies beat on them so theoretically you could build this base 100% out of frames and it would still work lol
I think this base is broken now as zombies fall off the bottom of the stairs and begin attacking them. they brought down the base this way as there was no longer any way for them to get to me not sure why they would destroy the stairs as they are so far away from me, way longer than 15 blocks. Was there a stealth patch?
You can of course just build a wall of ladders going up to that side of the platform instead of the giant's causeway of stairs if you are really lacking in materials. but you'll wind up with slightly more repairs the next day.
Josh doesn't like stun batons for ONE reson. He just looks at the number, see that everything is *slightly* high in number, and says, eh trash. Stun baton has ALWAYS been god teir melee weapons, but you need to have the right support for it. Stun baton + repulsor mod + the book that gives a full charge on hit = a damn good time on a typical Jawoodle melee base.
Two things :-) 1 - You seem to be able to pause the game with the click of a button, how.? 2 - Can you make a "Creative mode guide".? I've seen you remove entire areas, replace rows of blocks with another type, or delete them outright.. I'd love to learn that :-)
Josh, you likely won't see this or care, but I went through the new xml and compared to the A21 xml and there is no distinct difference between the two for the scaffolding ladders. The only difference on the Cop themselves was MaxHP and dismemberment. As for the vomit and hand items (weapons) it is only particle differences. So I am skeptical that it was faster than normal. The three of them were able to attack and puke for quite a bit and they were not even the first ones attacking it. Anyway, I might be wrong, but nothing changed.
Here's an idea for an interation of the hatch hallway: make it 5 wide instead of 3 and every two blocks leave a hole in the (now two block thicccc) side wall. I. Those holes leave junk turrets. As you fall back when your hatches get broken the zombies will be pelted by the junk turrets from the sides. Combine that with the stun baton with repulsion mod(maybe nerd tats just for kicks) and euthaniser(no idea if that's spelled right) perk means that every time that shit hits the fan and you scramble back most if not all the zombies will get insta killed by the turrets.
this is how I do it, I use a tall 3 story building then I just have to build stairs up to a pole walkway to my door way with hatch in the wall. my way only 1 can be at door at a time, and only have to protect repair the 1 block, and if they fall behind the one at door they are still the 12 or more blocks tall and in line so they dont fall on each others head. (my Base is normally 2nd floor) .. I do 1 Block wide stairs from left and right, to a pole Walkway to my doorway, really takes very few blocks. ... as for Sammy the Sledge, you have 1 strait pole run to door, he sits on outside on a column next to it and punches them off the side, this will slow down the number at your door, makes it easy to kill them with melee.
And if you put a single fence they have to jump over right in front of each corner going around to the actual base you lose another 3rd or so of the zombies from 'stagger' when they land on the corner, which keeps them from piling up on your position also.
I have been using the killing corridor as a beginning base since it was conceived. I just add a garage door to the side/under the dropper, open for melee and close to drop them when they stack up. Once ammo becomes abundant it stays shut for pew pew time.
Since the streamer weekend started at midnight central time (makes sense, that's where they are), I hoped I could start 1.0 Experimental at midnight central also. No such luck. It's 23:28 Pacific and I can't access it yet:(
I fought my first 1.0 horde last night I didn't give myself enough time to build a proper horde base so I had to use the good Ole hatch hallway base. I am a blades bows and pistols agility build but I found out you can no longer stand behind 2 hatches and hit zombies with the hunting knife. I don't know about the bone shiv but my guess is it will be the same as the hunting knife and won't reach. The machete might be able to reach them I'll test it when I find one. Also zombies can hit you standing half way between the hatches so backing up to 2nd hatch let them swing then stab them is the method I used and it worked pretty well just make sure you have mats for repairs due to them constantly hitting the hatch. I hope this helps new players.
For vomit testing, I would ask to have a wall behind you with wire relays or any delicate object and see if they do splash damage even if the scaffolding bars or yourself catches it. Really test what the spit does. Oh! And water balloons. Maybe they have super secret spew powers now?
Love your Jawoodle park vids. they do a lot to teach people what can be done. Personally, I wish TFP would stop trying to combat exploiters. Sure it closes gaps, but it also makes the game very difficult to casual players. I have this joke that TFP won't be happy until the only tactic for horde night is to stand in a field and get mauled to death over and over. With every update, I feel as if it is becoming less and less of a joke.
No real need for that height. The distance IS 11 blocks, and its straight line, not vertical or horizontal....so as long as they hit the ground 11 blocks away from the players feet, they won't go into "destroy area" mode. Josh failed to realize that zombies fall according to physics, so running zombies gain forward motion, and landed CLOSER than where the drop edge was. 11 blocks high off the ground is sufficient, as long as they land a couple of blocks (horizontally) away from your standing point.
Idea to make that base even better. trick the zombies into jumping like they think they can jump over the bars into the room & bonk there heads on that slope to fall down.
Remember Josh, putting those ladders that way allows the zombies to climb, so, you need another type of block to stop them getting on top of your base.
Cops firing at you through anything less than a full block makes afk bases dicey these days. This is all well and good for Arlene but Carl is problematic for some of these designs.
The only thing it changes is what you stand behind, if you actually want a afk base then stand behind a few solid blocks so Carl can’t see you. Your criticism is of the standing position not of the pathing manipulation which is the part he’s testing.
I'm just gonna call you Josh. Hearing jawoodle makes my finger move towards the exit button and it's made me miss a lot of your videos.. If I watch muted I learn a lot!
The cops could always spit through Scaffolding ladders, its the bars that they can't shoot through, i'd orientate you bars vertically so you can stand behind them or duck (horizontally) when you see them winding up)
Would a forcefield effect work as a buffer if the zombies enter "destroy" mode, provided you make the drop far enough away from the supports that they won't land on the forcefield? I've seen another design that's somewhat similar but much lower to the ground, but yeah, rather than trying to stop the destroy mode altogether it used a forcefield effect.
Clarification question, when the Z's fall, what is it exactly that triggers the destroy all? Is it strictly that they've fallen? That they've taken fall damage? That they've fallen less than the 15 block minimum? Just proximity to us?
I'm wondering if criss cruising the ladders facing them will help keep them from destroying them as fast and also prevent them from climbing. Just a thought
don't forget to test out the zombie forcefield and if you could make a revised version of your zombie crawler base from mega city that would be much appreciated.
If the Funpimps nerf the scaffolding ladder im never watching anymore of your vids ya big jerk lol. ahh who am i kidding love your work with Jawoodle Park(which made me sub to your channel) good to see it back and cant wait to watch your play through series and play 1.0 meself.
No, unfortunately the coloring/texturing has little to no impact on FPS. Certain shader models will, and model complexity and number of models on the screen does. And any thing they do with the voxel engine can majorly impact FPS.
The stairway to heaven, couldn't you Dig a hole down as far as needed and then build said platform un the center and just tunnel stairs up instead of building up into the sky
As someone who's played a lot. The block count is like 12 I believe but the key is if a zombie gets back to you within so many seconds, 10 seconds I believe it is, they will enter destroy area if they get within 12 blocks within 10 seconds or so of taking damage.. so you can either, make it much taller, add a path that takes them longer to climb, or add a trap like an electric fence before they get that close to reset them.
My base design that I use on all my playthroughs is 13-15 blocks tall, with stairs and a 12 block long hallway leading to a pole for the last 2-3 blocks in front of my fighting position.. sometimes i like to put a door on its side in front of the fighting position so that i can just drop them and stop them from being able to reach the fighting position long enough to do repairs. This design (along with blade traps in the roof of the fighting position for the birds) will survive an end game horde easily in vanilla.. in a tougher mod like df, I'll 2-3 fighting positions, laid out the same with doors to control pathing (Tem at gns uses this multiple fighting position setup a lot) but most of this redundancy is for cops and demos that can destroy a path.. with other zombies, a single position works fine
@@shadowproductions969 with electric vault doors you could make a bipolar entry. One for fighting zombies and one for dropping them by using the "v plate" shape (relate to Jean's Gaming for that). So when you open the fighting door zombies come to your fighting position. When you close that and open the dropper door, zombies will simply run the loop indefinitely while you do repairs
Stun batons are now the most OP weapon in the game and they brought back magenta purple color!
Was just going to say this.. T6 With repulser mod is the STier weapon..
And magenta purple is the STier purple
@@TripleXclown I heard it works best with the buff from the cowboy hat & boots though.
Only another 6700 subscribers to see Josh use it
This...
For a melee base with a dropper, to avoid the 'destroy everything' problem, you can try building out forward from the main support pillar, and putting a couple of 2 high pillars between the support and where they hit the ground, so they attack them instead. Just be wary of collapse when you're putting the roof on. (cough) Definitely haven't lost a base just before the horde doing that (cough)
"If you're new you can just follow along and copy what I build" Proceeds to build everything off camera.
Welcome to the tutorial side if youtube
7:10 - We kinda did this by accident by putting ladders inside the silo at the factory and standing up the top and shooting down. We were out and about and didn't have long to prepare and it worked so good we went back to it a few more times. As long as there's heaps of ladders it works well.
I always put Sammy the sledge on block "stairs". Cause the pause between jumps allows Sammy to engage a usefully large number of jumping zombies.
Putting the Fisto across from you on a lip between the stairs and the ladder/bars, Bonking them from behind.
For anyone wondering I ran this base for a night 4 horde out of cobblestone and had to use 4 extra support columns underneath the each corner of split walkways. I was able to leave them as frames and no zombies beat on them so theoretically you could build this base 100% out of frames and it would still work lol
I think this base is broken now as zombies fall off the bottom of the stairs and begin attacking them. they brought down the base this way as there was no longer any way for them to get to me
not sure why they would destroy the stairs as they are so far away from me, way longer than 15 blocks. Was there a stealth patch?
You can of course just build a wall of ladders going up to that side of the platform instead of the giant's causeway of stairs if you are really lacking in materials. but you'll wind up with slightly more repairs the next day.
Josh doesn't like stun batons for ONE reson.
He just looks at the number, see that everything is *slightly* high in number, and says, eh trash.
Stun baton has ALWAYS been god teir melee weapons, but you need to have the right support for it.
Stun baton + repulsor mod + the book that gives a full charge on hit = a damn good time on a typical Jawoodle melee base.
Surprise surprise... Arlene loses herself when there's a slippery pole involved xD
When you do the stun baton challenge, I need a super cut of how much trash you've talked about them since they were introduced lol
back in the day he trash talked cross bows as well
That would just be a supercut of the entirety of the last 4+ years
@@nopenope5398 Meta cut at this point
Best part is going to be when he realizes how of the stun baton can be.
@@thegamingdad-epic I still prefer sledgehammers, especially since mining and cooking are in that damn tree. Idk y those aren't in like intellect...
Two things :-)
1 - You seem to be able to pause the game with the click of a button, how.?
2 - Can you make a "Creative mode guide".? I've seen you remove entire areas, replace rows of blocks with another type, or delete them outright.. I'd love to learn that :-)
At 17:30 I though you might bin it and accidentally break your leg before re-enabling God mode 😂
It would have been on brand for your horde base prep
Josh, you likely won't see this or care, but I went through the new xml and compared to the A21 xml and there is no distinct difference between the two for the scaffolding ladders. The only difference on the Cop themselves was MaxHP and dismemberment. As for the vomit and hand items (weapons) it is only particle differences. So I am skeptical that it was faster than normal. The three of them were able to attack and puke for quite a bit and they were not even the first ones attacking it. Anyway, I might be wrong, but nothing changed.
Here's an idea for an interation of the hatch hallway: make it 5 wide instead of 3 and every two blocks leave a hole in the (now two block thicccc) side wall. I. Those holes leave junk turrets.
As you fall back when your hatches get broken the zombies will be pelted by the junk turrets from the sides. Combine that with the stun baton with repulsion mod(maybe nerd tats just for kicks) and euthaniser(no idea if that's spelled right) perk means that every time that shit hits the fan and you scramble back most if not all the zombies will get insta killed by the turrets.
Accidentally made? There were like 3 of us on the last video that said we always build up not out.
this is how I do it, I use a tall 3 story building then I just have to build stairs up to a pole walkway to my door way with hatch in the wall. my way only 1 can be at door at a time, and only have to protect repair the 1 block, and if they fall behind the one at door they are still the 12 or more blocks tall and in line so they dont fall on each others head. (my Base is normally 2nd floor) .. I do 1 Block wide stairs from left and right, to a pole Walkway to my doorway, really takes very few blocks. ... as for Sammy the Sledge, you have 1 strait pole run to door, he sits on outside on a column next to it and punches them off the side, this will slow down the number at your door, makes it easy to kill them with melee.
I like to put my Sammy the Sledge on an off center pillar on the side of the bunker and it works really well.
'It's bigger than I expected it to be'
>insert comment
And if you put a single fence they have to jump over right in front of each corner going around to the actual base you lose another 3rd or so of the zombies from 'stagger' when they land on the corner, which keeps them from piling up on your position also.
The little ladder base at the beginning was hilarious! I like to call it the Lemming drop, a tasty bit of JaWoodle candy!
Regarding zombie colors, several streamers have commented this weekend that zombies seem washed out or dusty compared to the rest of the game.
I have been using the killing corridor as a beginning base since it was conceived. I just add a garage door to the side/under the dropper, open for melee and close to drop them when they stack up. Once ammo becomes abundant it stays shut for pew pew time.
Since the streamer weekend started at midnight central time (makes sense, that's where they are), I hoped I could start 1.0 Experimental at midnight central also. No such luck. It's 23:28 Pacific and I can't access it yet:(
Glad to see the ladders are still great. Thanks for another awesome video Josh!
1.0 looks amazing cant wait to play it
ooh a cheeky lil 1.0 gift from jawoodle in the form of a simple afk base??? JaDuckFace
I fought my first 1.0 horde last night I didn't give myself enough time to build a proper horde base so I had to use the good Ole hatch hallway base. I am a blades bows and pistols agility build but I found out you can no longer stand behind 2 hatches and hit zombies with the hunting knife. I don't know about the bone shiv but my guess is it will be the same as the hunting knife and won't reach. The machete might be able to reach them I'll test it when I find one. Also zombies can hit you standing half way between the hatches so backing up to 2nd hatch let them swing then stab them is the method I used and it worked pretty well just make sure you have mats for repairs due to them constantly hitting the hatch. I hope this helps new players.
@JaWoodle if the zombies make it back within range before the destroy area would end they will return to destroy area mode
It doesn't release until 7/25/24
For vomit testing, I would ask to have a wall behind you with wire relays or any delicate object and see if they do splash damage even if the scaffolding bars or yourself catches it.
Really test what the spit does.
Oh! And water balloons. Maybe they have super secret spew powers now?
Love your Jawoodle park vids. they do a lot to teach people what can be done. Personally, I wish TFP would stop trying to combat exploiters. Sure it closes gaps, but it also makes the game very difficult to casual players. I have this joke that TFP won't be happy until the only tactic for horde night is to stand in a field and get mauled to death over and over. With every update, I feel as if it is becoming less and less of a joke.
Killing corridor 15 blocks high? Might save having to have the extra length after the zombie dropper?
No real need for that height. The distance IS 11 blocks, and its straight line, not vertical or horizontal....so as long as they hit the ground 11 blocks away from the players feet, they won't go into "destroy area" mode. Josh failed to realize that zombies fall according to physics, so running zombies gain forward motion, and landed CLOSER than where the drop edge was. 11 blocks high off the ground is sufficient, as long as they land a couple of blocks (horizontally) away from your standing point.
It used to be the case that if zombies fell into a pool of water, they didn't have an aggressive mode. Would that help?
Kinda miss with the older park, when the bases were tested with a hoard.
Can we call the giant melee base in the sky the halo base? Because you take the stairway to heaven to a "loop"? LOL
Such a low build idea for high-rise building just dig holes in floors and make stairwell usable for zeds. Thanks mate
Hail to the Giant Doodle Base!
Build guide that creates an impenetrable box and doesn’t show how to get in and out of it without destroying it or using god mode.
Brilliant.
13 blocks high.. Woodle is going to need a stash of roids and casts 🤣🤣
No place better to chill than JaWoodle park!! Bring some snacks
How to game name?
Thanks for the video, always preferred melee bases to ranged bases (mostly because I suck at aiming). Can't wait to get into the game again
🤔Only thing I would add is a few rows of spike traps under the open part where they 🧟♂️ fall 2 maximize damage 🤠💯
Good luck getting to 100k subs. You deserve it.
Mate you need to get a stun baton.. If G9 can live with Cornmeal.. you can take a stunner..
Idea to make that base even better. trick the zombies into jumping like they think they can jump over the bars into the room & bonk there heads on that slope to fall down.
Loving the base build vids. Just what I need. ... And car vids, too???
100%
i actually thought, i'd see half life 3 before 7d2d 1.0
What about the force field with the ramp filler and the offset road dash.
1.0 delay brought to you by JaWoodle Park
Unfunpimps will Jawoodle proof everything no more purple hair and mustache and everything else
Remember Josh, putting those ladders that way allows the zombies to climb, so, you need another type of block to stop them getting on top of your base.
I think cop vomit does more block damage.
Yeah, I'm just calling it 7 Days Gold now lol... having a version number makes my brain want to call it Alpha automatically!
Bruh I just came for what the title suggested and I had to climb mountains and swim oceans to get to the point like just shut up and get to the point
Cops firing at you through anything less than a full block makes afk bases dicey these days. This is all well and good for Arlene but Carl is problematic for some of these designs.
The only thing it changes is what you stand behind, if you actually want a afk base then stand behind a few solid blocks so Carl can’t see you. Your criticism is of the standing position not of the pathing manipulation which is the part he’s testing.
Would this work without the stairs? What if i would change the stairs to ladders?
I'm just gonna call you Josh. Hearing jawoodle makes my finger move towards the exit button and it's made me miss a lot of your videos.. If I watch muted I learn a lot!
He loves making cheesy horde bases doesn't he haha
I'd recommend you test the window frame block for the other side of the scaffold ladder for added strength. I think you can attack through it.
excuse my ignorance im not super experienced in 7dtd but how do you get in the bunker with the front being closed?
Hang a ladder out a different side, start the ladder on the third block so you can jump to grab it but the zombies will not recognize it as a path
“Nobody should be using stun batons” he says, as the entire community waits for 100k pain.
Won't be any pain. Stun batons are now amazing.
The cops could always spit through Scaffolding ladders, its the bars that they can't shoot through, i'd orientate you bars vertically so you can stand behind them or duck (horizontally) when you see them winding up)
Would a forcefield effect work as a buffer if the zombies enter "destroy" mode, provided you make the drop far enough away from the supports that they won't land on the forcefield?
I've seen another design that's somewhat similar but much lower to the ground, but yeah, rather than trying to stop the destroy mode altogether it used a forcefield effect.
how does this handle the exploders? seems like they can just take out the columns easily.
Clarification question, when the Z's fall, what is it exactly that triggers the destroy all? Is it strictly that they've fallen? That they've taken fall damage? That they've fallen less than the 15 block minimum? Just proximity to us?
Wooooo new WoodlePark video!
Your the first, glad to here you call it one-point-ZERO, zero not naught lol :)
Cool vid btw.
Stun Baton is best in slot.
Mine is way higher then that and they just drop amd run back up so it does work
change the cilinder pools for rampie blocks and you should be able to afk.. 😁😁
I have watched you for about two and a half years. I have yet to figure out what you're on about :p
Patiently waiting for the new series to kick off. Patiently waiting for the nerfs to hit?
Does anyone else look at this and end up remembering the game "lemmings"?
I'm wondering if criss cruising the ladders facing them will help keep them from destroying them as fast and also prevent them from climbing. Just a thought
Could you make a floating base using the period block? I built one as a afk but im really interested to see how you would build it.
Can you sink half of the 15 blocks into the ground, or will the ground level zombies go into destroy everything mode?
don't forget to test out the zombie forcefield and if you could make a revised version of your zombie crawler base from mega city that would be much appreciated.
Jawoodle Time!!!!🍻
Arrh to melee or to shoot tis the only question
combine both bases so they can run up to you and shoot them through the pit
If the Funpimps nerf the scaffolding ladder im never watching anymore of your vids ya big jerk lol. ahh who am i kidding love your work with Jawoodle Park(which made me sub to your channel) good to see it back and cant wait to watch your play through series and play 1.0 meself.
19:00 it's franky from onepiece!
I've gone ole russel crowe on this build, will pugilist work?
I don't understand why they don't just add a 5% chance for destory area regardless of where they are. Seems simple enough and prevents AFK bases.
What shape is he using for the spine of the melee base under the stairs?
Josh the SEXY god of 7 daze. Thanks Josh
*Whispers* Pole 4-Way...
Best way to start the day
Does the zombie force field still work? Also, I miss the hatch elevator.
oh yes, im here. lets do this!
I believe the darker look to the zombies improved FPS as its quicker to draw.
No, unfortunately the coloring/texturing has little to no impact on FPS. Certain shader models will, and model complexity and number of models on the screen does. And any thing they do with the voxel engine can majorly impact FPS.
@@heliumphoenix Thanks for the info. Now it doesn't make any sense why they turned some zombies into dark blobs.
Woodle-Time!!!
Woot!
isnt it 11 blocks for height the magic number?
The stairway to heaven, couldn't you Dig a hole down as far as needed and then build said platform un the center and just tunnel stairs up instead of building up into the sky
woodle park 1.0!🙃
More stairs the better 😂
the update aint even out yet stop making videos man i want to play it for myself xD