I'm pretty sure that the 13 blocks height you are referring to is that if the zombies fall, if they are within 11 blocks from you they enter rage mode and will attack your base for a while rather than trying to reach you. So you should be more than 11 blocks away to prevent them from destroying your base foundation.
The principle of that type of horde defense is quite all right, however I would replace the lower block in front of you with something you can attack through, otherwise spiders and dogs are going to be a problem. I would also have a block above you that you can attack through to make it easier to hit demos in their stupid faces and then a ramp or something sticking out to prevent the zeds from stacking up and climbing on top of the roof. Finally, the middle block needs to have something to prevent crouching zeds to go through the hole.
I think your concept will work with the new base. A little tip for your fighting platform. You made the bottom blocks, half block. I would suggest making them the scaffolding ladders as well. If you have a dog or crawlers, it will be difficult to take them out. Also, I will try to explain this simply. For the spot directly in front of the scaffolding ladders, place a half pole on your side, then flip another one around and attach it to the same pole. There will be a gap of about a block, but because the gap is only half a block x2 next to each other. The zombies will act like there is no gap and fall through the gap. Because you have that little spot next to the ladders, only one zombie can stand in front of you. They won't stack up on your balance beam this way.
Yep, these issues are definitely going to be amended as I've thought about them more :) I'll see about the gap/no gap idea when I test it a little more, I want to see how they stack lol
For your support column I usually make it a full block and wrap the column in plates for extra protection and use the 0.25m centred pole as the Zeds fall off it more easily. If your worried about the blocks on the POI underneath your fighting position you could extend your position over the edge by a block or 2 also and swap that full block with the scaffolding ladder so you can kill dogs and crawlers and put the double pole in to stop them getting in through the fighting hole same as your back up base except place it on its side, hope this helps 👌
For your fighting area, you need to put at least the scaffolding ladder or the two pole block in front of you. Don’t leave the space in front of you open. They will crawl through.
The best game play is done by the seat of the pants. Scaffolding between you and them at the fighting position. It is very important that the back of it faces mob. For them, 1 small flat triangle block only opposite you with 1 pole block removed behind that so they need to jump and no room for more than 1 or two on the triangle. Nothing left or right of them. I hope this isn't confusing
It is a little confusing, but I think I know what you mean! Whether I get a chance to change it too much is a different story, lol. (Bearing in mind, I'm a few episodes ahead with recording!) :)
Put a solid blocks behind the first few stairs, or they "will" get confused, get stuck behind it and end up breaking it! Basically double thick bars, scaffold ladders, scaffold planks with a wedged roof to stop them climbing on each other. You have options on how cheesy you want it. 1: Cheesyish: melee range, one Z at a time. Make the final block before they reach you narrow, and half length. Funnel other lanes into this single position using triangles to block them off. This makes them jump to a position that only one Z can fit on at a time. The triangles on either side of any other lanes helps funnel them to this position (these are placed at waist height, from above it looks like a blunt arrow head facing you), if a second Z approaches and the middle, "non-triangle" spot is occupied, they just fall off- then loop back up and try again. "Guns, Nerds, and Steel" is using this design on his current series (with the rediculously OTT "Rebirth" overhaul mod), Check out the last 20 minutes of the first episode of that series for the build then horde demonstration. th-cam.com/video/kyQladXeTWc/w-d-xo.html 2.Super-cheese! No melee! Make the final 2 blocks to you (however wide) half blocks, but rotate it so the 2 1/2 gaps are together. for some reason, the Zs think they can just run across this (2*half wide) gap, and just run off the edge, fall down, loop back up. If you would draw this in half blocks, with "XX" being a full block and " X" being a half gap, half block, it would be "XX""XX""X "" X". See #56 of the wonderfully nerdy "Pseudo Posse"'s Video: th-cam.com/video/axnzB-CdVFQ/w-d-xo.html (and all his other videos for super in-depth experiments and testing / beaking of game mechanics if you're a fan of the geekyness like me!) 3. No cheese - Killing corridor. My personal preference Just a bridge! You can wall them in if you like but it just lets you see them a while before they get to you. Not great for melee unless you narrow it to one block wide at the end, but it's great for giving you time to line up head shots. You can also add to it with blade traps, or by hiding electric fences and darts on either side of the bridge, perpendicular to the Zs path.
@@IHeartMoose_UK Blimey, I haven't seen an essay like this since I finished uni 🤣🤣 Yeah, I may or may not have encountered the getting-stuck-under-stairs issue during later recording....it will be addressed :D I'm going with option 3 for now, I really don't want to make it too easy on myself, and as much as I love cheese. I want to feel some danger :D I'll check out some more of the mechanics probably after this series has ended. Don't wanna ruin too much of the fun lol
If we're being honest, we like a bit of panic, it keeps things interesting, makes the time pass and all that. lol And boy did it pass today. Basic premise looks good, don't forget to remove those ledges cause if there is any place for the Zeds to cause a problem you can bet they will find it. You might consider this a cheat but do you know how to go into like developer mode where you can check the buildings integrity? It will show by way of color when something is close to collapse. Green is good, yellow iffy, red very weak et. The only reason I suggest it is those damn invisible blocks. I think it would let you see them. Hope this helps. Dijon vu When you feel like you have the same mustard as before. Decaf coffee is Depresso 😁
@johnme7049 haha, good ones as usual 😀 yeah, I used DM mode with the stability overlay to check a few things on my old Navezgane base. It's a great tool, but im trying not to use it in my videos. It might be funnier if I risk collapse tbh lol 😀
The 13 block is more of a minimum height. Keep in mind that when they do get to within 13 blocks they can go into destroy everything mode so having that location in the kill zone will knock hem out of it when they get hit or stunned. Having a ramp for animals and ladders leading to your fighting platform helps with redundancy for the ones that do trigger Destroy everything mode and remove one of the ai paths.
Security gates work well for path. Something thin. I always go 6 block span with poles or gates. With a door to drop them if need be. With single set of electric fence posts at fighting position.. Good enough even beyond 100 days. No other traps
You gotta do you, hon. You're own base design is fab. I tend to build nice but highly impractical house bases. Oh, and why not name the female zombies after Keeping Up Appearances? You know, Hyacinth, Rose, etc.
It’s minimum of 13… or 12. Anything under 12 or 13 causes zombies to go into “destroy everything” mode when they fall from that height.. The higher the better
@@Thinchap lol yes! Also over complicating. Also be careful having your fighting position stronger than the surrounding walls. Zombies take path of least resistance. If you don’t already know
I'm pretty sure that the 13 blocks height you are referring to is that if the zombies fall, if they are within 11 blocks from you they enter rage mode and will attack your base for a while rather than trying to reach you. So you should be more than 11 blocks away to prevent them from destroying your base foundation.
@gyllkrans aha! That's good to know, and will probably get put to the test lol. I should probably check what the actual mechanics are at some point...
Yes, that is correct. Pseudo Posse has a ton of videos testing this.
It also helpful to put a pool of water at the bottom. Helps with the ragemode
@@usarmysniper682006 I'll check some them out, after I've failed for myself first of course :D
I build a platform 11 high and have a horizontal pole 11 long for them to run. Nobody goes berserk. It's the cheesier version of the cheese base.
The principle of that type of horde defense is quite all right, however I would replace the lower block in front of you with something you can attack through, otherwise spiders and dogs are going to be a problem. I would also have a block above you that you can attack through to make it easier to hit demos in their stupid faces and then a ramp or something sticking out to prevent the zeds from stacking up and climbing on top of the roof. Finally, the middle block needs to have something to prevent crouching zeds to go through the hole.
@gyllkrans great points all round! Some were already in the overall plan, but all will be addressed. Thanks again :D
I think your concept will work with the new base. A little tip for your fighting platform. You made the bottom blocks, half block. I would suggest making them the scaffolding ladders as well. If you have a dog or crawlers, it will be difficult to take them out.
Also, I will try to explain this simply. For the spot directly in front of the scaffolding ladders, place a half pole on your side, then flip another one around and attach it to the same pole. There will be a gap of about a block, but because the gap is only half a block x2 next to each other. The zombies will act like there is no gap and fall through the gap. Because you have that little spot next to the ladders, only one zombie can stand in front of you. They won't stack up on your balance beam this way.
Yep, these issues are definitely going to be amended as I've thought about them more :) I'll see about the gap/no gap idea when I test it a little more, I want to see how they stack lol
@Thinchap I almost forgot put spike traps above you on the roof, it will deal with vultures until you have turrets
@@usarmysniper682006 Will do :)
For your support column I usually make it a full block and wrap the column in plates for extra protection and use the 0.25m centred pole as the Zeds fall off it more easily. If your worried about the blocks on the POI underneath your fighting position you could extend your position over the edge by a block or 2 also and swap that full block with the scaffolding ladder so you can kill dogs and crawlers and put the double pole in to stop them getting in through the fighting hole same as your back up base except place it on its side, hope this helps 👌
Yep, a lot of those ideas are definitely in my plan! Thanks for the tips, and watch this space :D
It's good to do something outside of your comfort zone. Try it, you'll like it he says.
@russgaulke1364 it's definitely novel to play a difference defence style :)
I’m very interested to see how the zombies react to this design. It looks fun!
We'll see lol
For your fighting area, you need to put at least the scaffolding ladder or the two pole block in front of you. Don’t leave the space in front of you open. They will crawl through.
@@night4001 will do :)
The best game play is done by the seat of the pants. Scaffolding between you and them at the fighting position. It is very important that the back of it faces mob. For them, 1 small flat triangle block only opposite you with 1 pole block removed behind that so they need to jump and no room for more than 1 or two on the triangle. Nothing left or right of them. I hope this isn't confusing
It is a little confusing, but I think I know what you mean! Whether I get a chance to change it too much is a different story, lol. (Bearing in mind, I'm a few episodes ahead with recording!) :)
@Thinchap oh, so yer dead already. /snicker
Put a solid blocks behind the first few stairs, or they "will" get confused, get stuck behind it and end up breaking it!
Basically double thick bars, scaffold ladders, scaffold planks with a wedged roof to stop them climbing on each other. You have options on how cheesy you want it.
1: Cheesyish: melee range, one Z at a time.
Make the final block before they reach you narrow, and half length. Funnel other lanes into this single position using triangles to block them off. This makes them jump to a position that only one Z can fit on at a time. The triangles on either side of any other lanes helps funnel them to this position (these are placed at waist height, from above it looks like a blunt arrow head facing you), if a second Z approaches and the middle, "non-triangle" spot is occupied, they just fall off- then loop back up and try again.
"Guns, Nerds, and Steel" is using this design on his current series (with the rediculously OTT "Rebirth" overhaul mod), Check out the last 20 minutes of the first episode of that series for the build then horde demonstration.
th-cam.com/video/kyQladXeTWc/w-d-xo.html
2.Super-cheese! No melee!
Make the final 2 blocks to you (however wide) half blocks, but rotate it so the 2 1/2 gaps are together. for some reason, the Zs think they can just run across this (2*half wide) gap, and just run off the edge, fall down, loop back up. If you would draw this in half blocks, with "XX" being a full block and " X" being a half gap, half block, it would be "XX""XX""X "" X".
See #56 of the wonderfully nerdy "Pseudo Posse"'s Video: th-cam.com/video/axnzB-CdVFQ/w-d-xo.html
(and all his other videos for super in-depth experiments and testing / beaking of game mechanics if you're a fan of the geekyness like me!)
3. No cheese - Killing corridor. My personal preference
Just a bridge! You can wall them in if you like but it just lets you see them a while before they get to you. Not great for melee unless you narrow it to one block wide at the end, but it's great for giving you time to line up head shots. You can also add to it with blade traps, or by hiding electric fences and darts on either side of the bridge, perpendicular to the Zs path.
@@IHeartMoose_UK Blimey, I haven't seen an essay like this since I finished uni 🤣🤣
Yeah, I may or may not have encountered the getting-stuck-under-stairs issue during later recording....it will be addressed :D
I'm going with option 3 for now, I really don't want to make it too easy on myself, and as much as I love cheese. I want to feel some danger :D
I'll check out some more of the mechanics probably after this series has ended. Don't wanna ruin too much of the fun lol
If we're being honest, we like a bit of panic, it keeps things interesting, makes the time pass and all that. lol And boy did it pass today. Basic premise looks good, don't forget to remove those ledges cause if there is any place for the Zeds to cause a problem you can bet they will find it.
You might consider this a cheat but do you know how to go into like developer mode where you can check the buildings integrity? It will show by way of color when something is close to collapse. Green is good, yellow iffy, red very weak et. The only reason I suggest it is those damn invisible blocks. I think it would let you see them. Hope this helps.
Dijon vu When you feel like you have the same mustard as before.
Decaf coffee is Depresso 😁
@johnme7049 haha, good ones as usual 😀 yeah, I used DM mode with the stability overlay to check a few things on my old Navezgane base. It's a great tool, but im trying not to use it in my videos. It might be funnier if I risk collapse tbh lol 😀
@@johnme7049 hey now, I had been drinking caffeinated since I was 15. That is 50 years and made the transition to decaf without blinking an eye
@@josephdonais4778 😁
The 13 block is more of a minimum height. Keep in mind that when they do get to within 13 blocks they can go into destroy everything mode so having that location in the kill zone will knock hem out of it when they get hit or stunned. Having a ramp for animals and ladders leading to your fighting platform helps with redundancy for the ones that do trigger Destroy everything mode and remove one of the ai paths.
Great info, I think I know what you mean! Thanks 😀
Security gates work well for path. Something thin. I always go 6 block span with poles or gates. With a door to drop them if need be. With single set of electric fence posts at fighting position.. Good enough even beyond 100 days. No other traps
@@Memfer84 security gates is a great idea! I hadn't even thought of using them :)
You gotta do you, hon. You're own base design is fab. I tend to build nice but highly impractical house bases. Oh, and why not name the female zombies after Keeping Up Appearances? You know, Hyacinth, Rose, etc.
Ah, sadly, that's not one of my preferred sitcoms! I'm not sure why, but I could never quite get along with it :)
It’s minimum of 13… or 12. Anything under 12 or 13 causes zombies to go into “destroy everything” mode when they fall from that height.. The higher the better
@@Memfer84 damn, I think I might not quite be high enough!
@ I don’t think it’s that big a deal early game
destroy mode is random
@Memfer84 Yeah, there is such a thing as over-compensating, lol. I'll just go with the flow, as always :)
@@Thinchap lol yes! Also over complicating.
Also be careful having your fighting position stronger than the surrounding walls. Zombies take path of least resistance. If you don’t already know
Need to get rid of that burning barrel unless you want the screamer. It's making your heat go higher
@@Fiasco2621 thanks! I thought I'd got rid of them all, I'll keep an eye out :)
The lady you called Doris or whatever. Before they changed her model she looked like Lois Griffin from family guy.
Watch a guns, nerds, and steel video he's a master of those kind of bases.
I'll check him out if I encounter any major problems, but I do kinda like to risk failure with my own ideas first :D