Thanks for stopping by everyone! It should be noted that in the early game before powered hatches are available, that the first (longer path) can work solo. The advantage of adding the second path later on is it keeps zombies bunched up in the center of the pit for easy grenade kills and headshots. Hope you all enjoyed! CHECK OUT our latest 80+ Beginner Base Tips video which contains some more information on Powered hatches, zombie rage, force field shapes, among many other things! th-cam.com/video/axnzB-CdVFQ/w-d-xo.html
The way you present your ideas to the audience is done in such a clear way. You are the only 7DTD creators I know that will use an entire other base, that isn't the focus of the video, to illustrate your ideas more visually. Kudos to all the extra effort!
You're legit one of the best 7dtd content creators. My friend and I are playing on the 2nd hardest difficulty, 64 zombie horde nights and we just cannot seem to survive a single night. Your builds are helping us piece together something to fight through the zombies! Thanks!
great base! I made an afk base according to one of your prev video, only a few blocks above ground (low POI basically), and used my position to shoot at Z below to still gain XP :) You're a master at this! Thanks a lot for such detailed videos!
perfect timing!!!!! Im building a pit to my longest pole catwalk possible right now! (sniper rifle + penetration must have one hell of a long catwalk!) thank you!
Very nice @pseugoposse. I like your ideas of triggered pathways! Very creative! I am recently putting the finishing touches on my endgame pit base. It's purely a high speed kill pit using explosives. Day 7000, max 64, insane nightmare testing was able to finish the whole horde night early on a 2 hour day. Full explosive perception build and with exp gear, preacher gloves, atom candies, learning elixir etc. was able to gain ~8 to 9 skill points avg. Zombies fall into a 3x3 sloped pit using the new 8m sloped shapes. Pit is at bedrock. Full steel with an extra ring of steel blocks around that, 5x5 (so inside is 3x3) then 7x7 up to about 4 to 5 blocks. There are no stairs in the build...zombies need to run without stopping so there is a direct pathway to the fall mechanic. Because there are no inside 8m corner ramp pieces (I couldn't find any) the corners on the 5x5 slope ring are normal full blocks. These 4 corners are built up to the fall mechanic and player position housing. This can be up quite high due to ground level approach. While I'm protected from cop spit, I still get puked at as cops approach and I need to keep working on that... The reason is I don't want them to stop and pause before running into the pit. It's tricky because I have to be some what close over the pit to deliver my ordinance efficiently and that position is close to the fall mechanic... a tricky compromise. The kill pit is situated in a 13x13 voided area to bedrock. Electric fences are setup to cover inside the kill area such that it is 3x3x3. This is very important to paralyze the zombies and keep them from beating their way out. It greatly preserves the integrity of the blocks at endgame. I do not repair the fence posts all horde night and so far they've hung in there quite well... mainly it's important to kill off the pit zombies expeditiously as the longer they are being electrocuted, the fence post is taking wear damage. Because of ragdoll effect from explosives, some zombies occasionally survive and ragdoll out. Since they are now in the void area between outer pit and kill pit, I have some traps setup to deal with them there as well. It's a safe, high xp gain horde base that requires only a little repair from the player for cop spit, etc. There is a ladder I have from my position all the way down to the top edge of the 8m high ramps. It is possible to sprint jump up the 8m high ramps. This allows for end of horde night bag retrieval and pit repairs. :)
That sounds incredibly awesome! For the cop spit, do they have line of sight on you? If not, you should use cop spit safe blocks that will prevent them from spitting.
@@pseudoposse Thx! :D Part of the issue is the limited space I have at the fall mechanic. Because of the substantial height it is necessary for me to position myself very close to the fall mechanism. I just need to fit the right anti-cop spit blocks while still allowing me complete line of sight and unobstructed throwing. It's a little puzzle and the last thing I need to iron out. Thanks for replying and love all the great effort you've put in on your designs!
I used to build bases with a pit, where i trew granades in for a long time - since the last aplha, demos are triggert by explosions, so i use now just a headshot corridor. If you are interested, check the only 7 days vid on my channel (i am not a youtuber and will never be one - i made this for some friends). Its the most effective design you will find, and there is room for improvement with dart traps or whatsoever. You can make your own version - that will help many players, who dont want to farm resources until eternity
Lol. I've been playing the new Alpha 1 for quite a few hours and let me tell you, the largest challenge difference in 7d2d is how difficult it is to gather resources for base building. Base building now is a massive grind. If you don't make a single change with mods, you will spend your first 30-50 hours getting to the point you can make iron tools and even then, it's going to take you many, many, many days of effort to gather the materials to make a Horde base. I am on day 14, and I took over a POI and even with me taking over a POI and spending 3 days grinding out materials, it's not ready for Horde night. To get 1000 wood, WITH a lvl 2 Iron Axe, takes about 8 trees. That's a lot. I get a little over 100 Wood per tree if it's large enough. Getting 1000 stone is easier but still takes a lot of time, AND more importantly, water and food. The game has definitely changed it's pace and I don't know if these changes add to or detract from the experience. One of the best things about 7d2d is it's building capability, and FunPimps have made it decidedly more difficult to experiment and explore this aspect of the game.
It's easy to get miner 69er and motherload up to level 3 extremely early in the game. We haven't had problems keeping up with resources with only 1 person mining on occasion.
@@Grovonator I Agree on that. You only need a few points and maybe 1-2 in-game days for gathering wood//stone etc. After that you will have a decent base
@@adventuresofguamboy5471 Yea, the problem I have is that you really have to split your points early across many areas. You MUST take Miner 69'er early. MUST. Otherwise there's no way to find enough books to get to Iron tier weapons before lvl 20. You also need to get 2 levels of Parkour simply for running POI's. I am halfway through tier 2 POI's for the trader and I haven't seen a single Iron axe, pickaxe, or shovel as a reward or in the loot from the POI. Finally, books are MUCH more rare in this release. I mean.. MUCH more rare. They are a lot harder to find early so each one counts and you MUST target those skills which let you find MORE of any given book. They've slowed the early game to a crawl and it's not enjoyable. The early game was fine in Alpha 21. I don't know why they slowed it down so much nor why they decided that large cities only belong in the wasteland. That's nonsensical to me as it basically forces the player into a progression that is not very organic. I mean.. really.. if we are supposed to go from Biome to Biome for these traders and POI's why is it so damn hard to move our bases and resources in the game? Players don't want to spend half a day, biking out to the burnt forest to run ONE POI before dark for Trader Jen. Then have to bike all their loot all the way back to their base. They broke the flow of the game for no good reason.
Idk... I'm on my second playthrough in Survivalist 1.0 after a day 70 horde and never had an issue with resources even with stone tools on Day 7. The base should scale with your tools. Small melee base with stone tools, behemoth of steel when you're stacked with mining gear and t6 powered tools. IMO the real challenge is waiting for modders to bring in the bigger mods that make the game harder or more complex.
Could you maybe make a base that either uses the Robotic turrets/blade traps or a Trurret heavy base ? Or maybe a base that uses alot of spikes as a source of dmg
That could be interesting! Blade traps are a bit tricky as they are so incredibly fragile but if you build within repairable range, they can be quite deadly. Spikes are best used against vultures as they will get destroyed very quickly by regular zombies. I'll have to think if there is a good design possible with those. Thanks for the suggestions!
@@pseudoposse Yeah i understand that its a bit tricky, and that's the reason i gave the suggestion. Since i dont see to many youtubers make bases like those. Hope you figure out something genius !
i loved this idea. but i am in a pickle. why is it htat whenever i make a base. like yours...the zombies just refuse to take the pathway and goes to straight destroy mode and attack my location camp.
Could be a variety of reasons and our next video may help you sort out your issues ;) But it may be that your path is too long and your foundations too weak...so they feel it is easier to directly destroy the structure you are standing on rather then following the path. Try to support your fighting platform supports better. And make sure the path works and they see it as a path. You could try standing at various points along the path and find the spot you stand where they suddenly stop coming. That can help you find where the issue is. Good luck!
That would be a difficult question to answer as there are many factors that go into the AI's determination of which path to take. But for a small base made of cobblestone, I would keep the path short (say 10-15) blocks. With concrete and steel, you can make a longer path.
@@pseudoposse I made it mostly steel with a few concrete support beams here n there. They spawned behind me and instead of running around to the ramp I made they just went for the supports. Was 8 blocks high, prob 35 long.
@@DanMoridin 35 Blocks is pretty long. That can be done, as I have done longer that. But, you need to make your base extremely fortified. If they are rushing toward your supports, it isn't strong enough. You might also consider (if possible) making a shorter route from a potential spawn point.
Thanks for the information. I built the base at the bottom of a canyon in Navezgane that is only a few blocks higher than bedrock. I also tried tunneling a cave at bedrock level into the side of the canyon thinkin that if they spawned above me they would choose to run forward down the cliff to enter instead of tunneling since I didn't put anything in front to stop them, not even bars or hatches. No dropper either. On the top of the cliff I put about 800 blocks of concrete above my base to try and inhibit the want to tunnel after me and instead try running through the front. They tunneled anyway but not right above me it was weird, they came out about 15 blocks in front of me off to the right. Instead of tunneling straight down they made a weird S pattern, they dug the hole above me on the left then came around and entered from the right. I wasn't moving around much so I don't know what that was about.
When in debug mode, press z to bring up the blue box. You can move the box around by holding g and dragging the axes around. If you hold shift + g, you can expand the size of the blue box. Once done, you can use the wrench on all blocks within that region. Left click with wrench in hand to copy a block shape by aiming at the block you want to copy. If you hold on 'r', it will bring up options. Make sure to select the replace all blocks. Then if you target for example a dirt block in the blue box region, it will replace all dirt with the copied block. If you want to replace with air and make a pit like i did, then hold on 'r' with wrench in hand and select air on the left side. Then target a block with the wrench to replace it. Hope that helps!
Sure! I can explain now and when I use it again in the future, I can give a short tutorial. Turn on debug mode and creative mode in the console by typing cm and dm. Go into creative menu, turn on dev blocks and get the replacement wrench. The way the wrench works is if you hold r, it will bring up options like block shape menu. Select the options you want. Press z to make the blue box. Ctrl shift g will bring up some axes to increase the size of the box. With the wrench you can replace all blocks with air or with another block. So that is what I did in video. First cleared the out by replacing all blocks with air. Then replaced surrounding layer of blocks with concrete.
This is problematic :/ not sure how i can operate damn thing. Would be cool if u make tutorial how to use dm/cm for building those cool bases of yours 😅 would be nice filling for your niche, dk if all your viewers would watch it but those who will gonna appreciate u did this 😅 😝
the ultimate pit base did you ever see any of my TURD IN THE HOLE bases? or the one where i just sit on the edge of a cliff all horde night watching a campfire? or the one where im out on a ledge and the zombies all drop off a cliff? or the diving board ladder one? ladders are amazing for a horde night... if you have a good fast firing gun, they climb the ladder they almost never attack the ladder unless ur on huge zombie numbers... they nearly always either fall off on their own or when ur putting holes in them (i cant use certain words since a certain president incident cos yt auto deletes all my comments if i say that word) ive found if your ladder is tall enough you can pretty much just stand on it walk up and down it all night and zombies never get to you its pretty much a 1x1 block base... although you can get unlucky with birds, cops and demos..
@@pseudoposse i recently posted my supervillain volcano lair .... let me know what other things i could have done to make it a supervillain base? i tried placing down different traders in it but i think u can only change the trader type in the poi editor thing
Im currently in V1.0 (b317) i dont know why but the zombies wont go up and slide down, i tested with normal zombies i dont know if the horde night makes a difference tho
Thanks for stopping by everyone! It should be noted that in the early game before powered hatches are available, that the first (longer path) can work solo. The advantage of adding the second path later on is it keeps zombies bunched up in the center of the pit for easy grenade kills and headshots. Hope you all enjoyed!
CHECK OUT our latest 80+ Beginner Base Tips video which contains some more information on Powered hatches, zombie rage, force field shapes, among many other things! th-cam.com/video/axnzB-CdVFQ/w-d-xo.html
The way you present your ideas to the audience is done in such a clear way. You are the only 7DTD creators I know that will use an entire other base, that isn't the focus of the video, to illustrate your ideas more visually. Kudos to all the extra effort!
We're glad you enjoy the way in which we craft our videos!
You're legit one of the best 7dtd content creators. My friend and I are playing on the 2nd hardest difficulty, 64 zombie horde nights and we just cannot seem to survive a single night.
Your builds are helping us piece together something to fight through the zombies! Thanks!
I am very glad our bases are providing meaningful help! Good luck against the horde!
great base! I made an afk base according to one of your prev video, only a few blocks above ground (low POI basically), and used my position to shoot at Z below to still gain XP :)
You're a master at this! Thanks a lot for such detailed videos!
That's fantastic, glad the bases are working for you! You are most welcome.
perfect timing!!!!! Im building a pit to my longest pole catwalk possible right now! (sniper rifle + penetration must have one hell of a long catwalk!) thank you!
Sometimes things are just meant to be :D
OOOH thanks for the shout out!!!! I feel honored!!!
And THANK YOU for the great testing and tip!
You both are really criminally underrated 7d2d content creators! I am happy to see that you are getting some more attention since the recent update!
Really appreciate that a lot
Very nice @pseugoposse. I like your ideas of triggered pathways! Very creative!
I am recently putting the finishing touches on my endgame pit base. It's purely a high speed kill pit using explosives. Day 7000, max 64, insane nightmare testing was able to finish the whole horde night early on a 2 hour day. Full explosive perception build and with exp gear, preacher gloves, atom candies, learning elixir etc. was able to gain ~8 to 9 skill points avg.
Zombies fall into a 3x3 sloped pit using the new 8m sloped shapes. Pit is at bedrock. Full steel with an extra ring of steel blocks around that, 5x5 (so inside is 3x3) then 7x7 up to about 4 to 5 blocks. There are no stairs in the build...zombies need to run without stopping so there is a direct pathway to the fall mechanic. Because there are no inside 8m corner ramp pieces (I couldn't find any) the corners on the 5x5 slope ring are normal full blocks. These 4 corners are built up to the fall mechanic and player position housing. This can be up quite high due to ground level approach.
While I'm protected from cop spit, I still get puked at as cops approach and I need to keep working on that... The reason is I don't want them to stop and pause before running into the pit. It's tricky because I have to be some what close over the pit to deliver my ordinance efficiently and that position is close to the fall mechanic... a tricky compromise.
The kill pit is situated in a 13x13 voided area to bedrock. Electric fences are setup to cover inside the kill area such that it is 3x3x3. This is very important to paralyze the zombies and keep them from beating their way out. It greatly preserves the integrity of the blocks at endgame. I do not repair the fence posts all horde night and so far they've hung in there quite well... mainly it's important to kill off the pit zombies expeditiously as the longer they are being electrocuted, the fence post is taking wear damage. Because of ragdoll effect from explosives, some zombies occasionally survive and ragdoll out. Since they are now in the void area between outer pit and kill pit, I have some traps setup to deal with them there as well.
It's a safe, high xp gain horde base that requires only a little repair from the player for cop spit, etc. There is a ladder I have from my position all the way down to the top edge of the 8m high ramps. It is possible to sprint jump up the 8m high ramps. This allows for end of horde night bag retrieval and pit repairs. :)
That sounds incredibly awesome! For the cop spit, do they have line of sight on you? If not, you should use cop spit safe blocks that will prevent them from spitting.
@@pseudoposse Thx! :D Part of the issue is the limited space I have at the fall mechanic. Because of the substantial height it is necessary for me to position myself very close to the fall mechanism. I just need to fit the right anti-cop spit blocks while still allowing me complete line of sight and unobstructed throwing. It's a little puzzle and the last thing I need to iron out. Thanks for replying and love all the great effort you've put in on your designs!
Really appreciate the time and energy that you give to testing and teaching to create these tutorials, thanks!😊
My pleasure!
Good times😎
Have a happy please and thank you
And kudos to taco's editing!
Taco says thank you!
Loved the break down of the base. Gr8 humor. Earned a new sub.
Welcome to the posse! That means a lot, thank you!
I'm loving this. Absolutely beautiful.
Appreciate that a lot!
You confirming that the ramp blocks are spit-proof has solidified my idea to build a star fort base
Absolutely! I almost did something like that year or two ago but never got around to it. I think it will work quite well!
Very nice horde base👍, i hope you do the new series with Tacobear in exp v1.0 😻❤️🔥
Thanks! Taco will be making her grand appearance :)
I used to build bases with a pit, where i trew granades in for a long time - since the last aplha, demos are triggert by explosions, so i use now just a headshot corridor.
If you are interested, check the only 7 days vid on my channel (i am not a youtuber and will never be one - i made this for some friends). Its the most effective design you will find, and there is room for improvement with dart traps or whatsoever.
You can make your own version - that will help many players, who dont want to farm resources until eternity
Quite interesting design!
Glad you like it!
First 🎉 was just contemplating doing a pit base for a series.
Yeah same 👍🏼
It definitely is a good design to use!
You are still a mad genius, Boomie.
And I shall continue to strive for that!
What a nice design, if 1.0 comes out I might try it!
Do you mean on console? If they stick to their schedule, should be out in one week!
Rofl this is perfect, really good design 😂
Haha thanks! Enjoy!
Have you ever done a materials list for a non creative world? It would be so awesome!
What do you mean by a materials list?
I love your work. Please keep doing it.
Thank you, we will!
Lol. I've been playing the new Alpha 1 for quite a few hours and let me tell you, the largest challenge difference in 7d2d is how difficult it is to gather resources for base building. Base building now is a massive grind. If you don't make a single change with mods, you will spend your first 30-50 hours getting to the point you can make iron tools and even then, it's going to take you many, many, many days of effort to gather the materials to make a Horde base. I am on day 14, and I took over a POI and even with me taking over a POI and spending 3 days grinding out materials, it's not ready for Horde night. To get 1000 wood, WITH a lvl 2 Iron Axe, takes about 8 trees. That's a lot. I get a little over 100 Wood per tree if it's large enough. Getting 1000 stone is easier but still takes a lot of time, AND more importantly, water and food. The game has definitely changed it's pace and I don't know if these changes add to or detract from the experience. One of the best things about 7d2d is it's building capability, and FunPimps have made it decidedly more difficult to experiment and explore this aspect of the game.
It's easy to get miner 69er and motherload up to level 3 extremely early in the game. We haven't had problems keeping up with resources with only 1 person mining on occasion.
@@Grovonator I Agree on that. You only need a few points and maybe 1-2 in-game days for gathering wood//stone etc. After that you will have a decent base
it was slow at first,points im resource gathering helps alot
@@adventuresofguamboy5471 Yea, the problem I have is that you really have to split your points early across many areas. You MUST take Miner 69'er early. MUST. Otherwise there's no way to find enough books to get to Iron tier weapons before lvl 20. You also need to get 2 levels of Parkour simply for running POI's. I am halfway through tier 2 POI's for the trader and I haven't seen a single Iron axe, pickaxe, or shovel as a reward or in the loot from the POI. Finally, books are MUCH more rare in this release. I mean.. MUCH more rare. They are a lot harder to find early so each one counts and you MUST target those skills which let you find MORE of any given book. They've slowed the early game to a crawl and it's not enjoyable. The early game was fine in Alpha 21. I don't know why they slowed it down so much nor why they decided that large cities only belong in the wasteland. That's nonsensical to me as it basically forces the player into a progression that is not very organic. I mean.. really.. if we are supposed to go from Biome to Biome for these traders and POI's why is it so damn hard to move our bases and resources in the game? Players don't want to spend half a day, biking out to the burnt forest to run ONE POI before dark for Trader Jen. Then have to bike all their loot all the way back to their base. They broke the flow of the game for no good reason.
Idk... I'm on my second playthrough in Survivalist 1.0 after a day 70 horde and never had an issue with resources even with stone tools on Day 7.
The base should scale with your tools. Small melee base with stone tools, behemoth of steel when you're stacked with mining gear and t6 powered tools. IMO the real challenge is waiting for modders to bring in the bigger mods that make the game harder or more complex.
I normally make a pit base up against a trader and down to bedrock to have 2 invulnerable walls
That is a great idea!
I would like to see examples of bases for each weapon type (or weapons from each attribute) without too many extras (so maybe no electricity at all).
Absolutely! I generally don't do a lot of electric stuff but thought it would be fun for this build since it keeps them nice and grouped.
Could you maybe make a base that either uses the Robotic turrets/blade traps or a Trurret heavy base ? Or maybe a base that uses alot of spikes as a source of dmg
That could be interesting! Blade traps are a bit tricky as they are so incredibly fragile but if you build within repairable range, they can be quite deadly. Spikes are best used against vultures as they will get destroyed very quickly by regular zombies. I'll have to think if there is a good design possible with those. Thanks for the suggestions!
@@pseudoposse Yeah i understand that its a bit tricky, and that's the reason i gave the suggestion. Since i dont see to many youtubers make bases like those. Hope you figure out something genius !
@@epicgamerlolepicnooblol1472 Haha thanks! I'm sure I can come up with something :)
I wonder if a hoard base can be build where zomboz have to jump but as they are in the aire the robotic arm pushes then back down into the hole
That could be done but depending on the number of zombies passing by, the robotic sledge might miss some.
Hey, great video! What about an agility build hord base? Pistols, crossbows, melee knive...?
What about it indeed! I could definitely come up with something for agility. Thanks for the suggestion!
Is it possibly to make a hord base for each class? something that takes advantage of its perks.
Another excellent suggestion! I like that idea :)
i loved this idea. but i am in a pickle. why is it htat whenever i make a base. like yours...the zombies just refuse to take the pathway and goes to straight destroy mode and attack my location camp.
Could be a variety of reasons and our next video may help you sort out your issues ;)
But it may be that your path is too long and your foundations too weak...so they feel it is easier to directly destroy the structure you are standing on rather then following the path. Try to support your fighting platform supports better. And make sure the path works and they see it as a path.
You could try standing at various points along the path and find the spot you stand where they suddenly stop coming. That can help you find where the issue is. Good luck!
Prob a question that has an answer somewhere I can't find, how long can paths be before the zeds start just bashing shit in berserk mode?
That would be a difficult question to answer as there are many factors that go into the AI's determination of which path to take. But for a small base made of cobblestone, I would keep the path short (say 10-15) blocks. With concrete and steel, you can make a longer path.
@@pseudoposse I made it mostly steel with a few concrete support beams here n there.
They spawned behind me and instead of running around to the ramp I made they just went for the supports. Was 8 blocks high, prob 35 long.
@@DanMoridin 35 Blocks is pretty long. That can be done, as I have done longer that. But, you need to make your base extremely fortified. If they are rushing toward your supports, it isn't strong enough. You might also consider (if possible) making a shorter route from a potential spawn point.
Thanks for the information. I built the base at the bottom of a canyon in Navezgane that is only a few blocks higher than bedrock. I also tried tunneling a cave at bedrock level into the side of the canyon thinkin that if they spawned above me they would choose to run forward down the cliff to enter instead of tunneling since I didn't put anything in front to stop them, not even bars or hatches. No dropper either.
On the top of the cliff I put about 800 blocks of concrete above my base to try and inhibit the want to tunnel after me and instead try running through the front.
They tunneled anyway but not right above me it was weird, they came out about 15 blocks in front of me off to the right. Instead of tunneling straight down they made a weird S pattern, they dug the hole above me on the left then came around and entered from the right. I wasn't moving around much so I don't know what that was about.
How do u use the wrench?
what are the keys? xD
cant figure it out
When in debug mode, press z to bring up the blue box. You can move the box around by holding g and dragging the axes around. If you hold shift + g, you can expand the size of the blue box. Once done, you can use the wrench on all blocks within that region. Left click with wrench in hand to copy a block shape by aiming at the block you want to copy. If you hold on 'r', it will bring up options. Make sure to select the replace all blocks. Then if you target for example a dirt block in the blue box region, it will replace all dirt with the copied block. If you want to replace with air and make a pit like i did, then hold on 'r' with wrench in hand and select air on the left side. Then target a block with the wrench to replace it.
Hope that helps!
👍👍
💪💪
How the heck are u using this dev wrench with that blue cube u manipulate?? Can u explain or give link to some tutorial?
Sure! I can explain now and when I use it again in the future, I can give a short tutorial. Turn on debug mode and creative mode in the console by typing cm and dm. Go into creative menu, turn on dev blocks and get the replacement wrench.
The way the wrench works is if you hold r, it will bring up options like block shape menu. Select the options you want. Press z to make the blue box. Ctrl shift g will bring up some axes to increase the size of the box.
With the wrench you can replace all blocks with air or with another block. So that is what I did in video. First cleared the out by replacing all blocks with air. Then replaced surrounding layer of blocks with concrete.
This is problematic :/ not sure how i can operate damn thing. Would be cool if u make tutorial how to use dm/cm for building those cool bases of yours 😅 would be nice filling for your niche, dk if all your viewers would watch it but those who will gonna appreciate u did this 😅 😝
@@erasalams61 It won't be in its own video BUT you will see a tutorial within the next one :D
the ultimate pit base did you ever see any of my TURD IN THE HOLE bases?
or the one where i just sit on the edge of a cliff all horde night watching a campfire?
or the one where im out on a ledge and the zombies all drop off a cliff?
or the diving board ladder one?
ladders are amazing for a horde night... if you have a good fast firing gun, they climb the ladder
they almost never attack the ladder unless ur on huge zombie numbers... they nearly always either fall
off on their own or when ur putting holes in them (i cant use certain words since a certain president
incident cos yt auto deletes all my comments if i say that word) ive found if your ladder is tall enough
you can pretty much just stand on it walk up and down it all night and zombies never get to you
its pretty much a 1x1 block base... although you can get unlucky with birds, cops and demos..
Ladders when used effectively can be quite amazing during hordes. Many ways you can use them. Yep I've seen your bases :)
@@pseudoposse i recently posted my supervillain volcano lair .... let me know what other things i could have done to make it a supervillain base? i tried placing down different traders in it but i think u can only change the trader type in the poi editor thing
Maybe a group hord base?
Yeah, I'll have to drag taco in game for something like that 😁
@@pseudoposse Do you have a discord community? Could be a fun thing for your patreon supporters?
@@skyknight6467 We don't currently have one set up but that would be a great idea!
@@pseudoposse If need a mod for a discord server just let me know. I work from home and it's always up
@@skyknight6467 I appreciate the offer, thank you very much!
Im currently in V1.0 (b317) i dont know why but the zombies wont go up and slide down, i tested with normal zombies i dont know if the horde night makes a difference tho
It should still work. Make sure you are using the correct ramp 6m 03 shape.
Ill look out for that thanks @@pseudoposse
@@blueplay7245 No problem
😂😂😂😂
😁😁😁😁
Even though I didn’t like it, gotta say the design is awesome and the video editing is amazing.
Taco appreciates the compliments to her editing :)