A more primitive/power free method would be to build 4 external towers connected to a central tower via hatch door bridges. Build the central tower with a 5 block gap between the north, south, east and west towers, connecting them with hatches that form a bridge when closed. Essentially what happens is that you draw the zombies to one tower. If they manage to get close to breaching the barricades, exit the tower closing the doors behind you and opening the hatch doors to disconnect that path. Head to another tower and draw them to that one. Rinse and repeat.
Great video! Explains a lot. Thank you. Quick side note if I may - The trend has always been for bases to arch the incoming side over empty space. Arching the receiving side as well can reduce the wall damage considerably. The FP's changed the pathing a while back to prioritize vertical seek/match over horizontal seek/match (ie - zombies will try to match your elevation first, then come at you). With the increased frequency of Destroy Mode (DM) and the (several) increases to zombies' block damage over the last few updates, the vertical first pathing results in the receiving side wall taking >75% of the Destroy Mode damage (as opposed to the incoming/outside wall) over the course of the night. Arching the receiving side out over empty space as well as the incoming side - you can get a drop location that is 5-7 meters from any wall. The zombies tend to time out of their DM before they reach a wall. Those who don't, have already spent most of their random time allotment in DM walking to the wall, and after a few swings re-acquire a path to the players. Changing this reduced my repairs by almost 50%.
Took me a second to follow, but that makes perfect sense!! I might need to play with that on a future horde base! In a lot of my other bases, I have put electric fences at the bottom so when they fall, they get shocked which immediately pulls them out of DM.
@@WaywardEko I did as well, but they can't be repaired mid-horde, so I dropped it. Sorry for the ramble. Text format and all. Let us know how it works out. Hope it helps!
Im partial to the horizontal garage door option cuz its awesome to drop a bunch of zombies at the same time into a grenade pit, but I do find the powered vault door I use more often to make a single lane of zombies for better use of the Penetrator perk.
I hear you there. The garage door I think is good for creating a melee fight position. The vault door is definitely better for a killing corridor type scenario!
Some of my bases have similar function but they look like crap. Your bases look amazing, I got your link from a GNS video, it's hard to believe you only have a few hundred likes on this, it is so well made and narrated. Thanks I learned a bit although I've been playing for years, I wish I'd found your channel sooner but I'm subscribed now. Keep up the great work.
Another video explained clearly well done. Is the placement of garage doors still a pain? I know previously you could have trouble with which way they went up. The iron hatches have a small square but the garage doors do not.
Garage door will always roll away from the direction your facing when you place them. So when you place, that will always be the front of the garage door.
Is there a way to use floor switches for some of these? Stand on switch = active pathway. Back away = step off switch = drop the zombies and invalidate the pathway. I realize that would invalidate the ability to have one "on" while you do other things. So maybe not all of them?
You absolutely could - I just don't trust myself to stand in one place :) The other think you could do is have a floor switch for the dump -- that would only work for the vault doors/hatches though as the ON state for garage doors and drawbridges is to be open.
Also if the hinge side of drawbridge is at the top of zombie ramp (bridge opens towards fighting position instead of away from) would it not lift/launch the arlenes on the lip of the bridge when it raises?
But i just have one question, how do you stop zombies from eternally crawling? They didnt decide to crawl in your video for some reason, but in my game if i have a single block missing so i can melee through, they will spam jump crawl and eventually get through a 1 block gap, spider zombies have even glitched through locked doors this way for me. Pls help
Oh ... they can get through a one block gap for sure -- I usually use the scaffolding block to make it less than 1 block. Even then they occasionally glitch through.
3900x | 3080 | 64GB DDR4 | NVME Drive Typically play on 4k res w/ high settings, but realized I had it set to medium for this recording - likely turned down from one of the last community server horde nights.
Tell me if there are other ways of dynamically controlling zombies during horde night that you have used! Also let me know if you have any questions!
A more primitive/power free method would be to build 4 external towers connected to a central tower via hatch door bridges.
Build the central tower with a 5 block gap between the north, south, east and west towers, connecting them with hatches that form a bridge when closed.
Essentially what happens is that you draw the zombies to one tower. If they manage to get close to breaching the barricades, exit the tower closing the doors behind you and opening the hatch doors to disconnect that path.
Head to another tower and draw them to that one. Rinse and repeat.
@@mathewpoole3589 Absolutely - would work!
does this pathing still work?
@@robertgrove1271 Sure does - no changes yet.
Great explanations on making the AI do what you want, Solid Vid Eko!
Thanks Devil!
You community really builds some super cool stuff, bro. I liked these examples of pathing control a lot.
Thanks Jimmy! Also good luck on grinding through this next month! Looking forward to you getting back into the content!
Great video! Explains a lot. Thank you. Quick side note if I may - The trend has always been for bases to arch the incoming side over empty space. Arching the receiving side as well can reduce the wall damage considerably. The FP's changed the pathing a while back to prioritize vertical seek/match over horizontal seek/match (ie - zombies will try to match your elevation first, then come at you). With the increased frequency of Destroy Mode (DM) and the (several) increases to zombies' block damage over the last few updates, the vertical first pathing results in the receiving side wall taking >75% of the Destroy Mode damage (as opposed to the incoming/outside wall) over the course of the night. Arching the receiving side out over empty space as well as the incoming side - you can get a drop location that is 5-7 meters from any wall. The zombies tend to time out of their DM before they reach a wall. Those who don't, have already spent most of their random time allotment in DM walking to the wall, and after a few swings re-acquire a path to the players. Changing this reduced my repairs by almost 50%.
Took me a second to follow, but that makes perfect sense!! I might need to play with that on a future horde base! In a lot of my other bases, I have put electric fences at the bottom so when they fall, they get shocked which immediately pulls them out of DM.
@@WaywardEko I did as well, but they can't be repaired mid-horde, so I dropped it.
Sorry for the ramble. Text format and all. Let us know how it works out. Hope it helps!
Fair point on repairs. Thanks!
Makes a lot of sense ill be trying that when i get time.
@@JPNixon-hu2jd whats the difference between incoming and receiving?
Very well made vid both the explanations and editing were 👌. You just opened a can of worms in my world
Thanks kindly and enjoy!
Im partial to the horizontal garage door option cuz its awesome to drop a bunch of zombies at the same time into a grenade pit, but I do find the powered vault door I use more often to make a single lane of zombies for better use of the Penetrator perk.
I hear you there. The garage door I think is good for creating a melee fight position. The vault door is definitely better for a killing corridor type scenario!
Thank you for the video and the advice as always Eko. I love how concise and organised you are with your base builds sir.
Thanks and hope you are well Sir!
I'm thank you sir. I hope are doing well to my friend.
Some of my bases have similar function but they look like crap. Your bases look amazing, I got your link from a GNS video, it's hard to believe you only have a few hundred likes on this, it is so well made and narrated. Thanks I learned a bit although I've been playing for years, I wish I'd found your channel sooner but I'm subscribed now. Keep up the great work.
thanks so much for the kind feedback! it’s all about spending hours and hours painting :)
Always impressive Eko. Thanks for your hard work
Thanks Frost!
Great presentation. Do fantastically in the flow of information.
Thanks kindly for the feedback Peter!
Thank you for this video. I didn’t know about the garage doors.
Quite welcome! They are really satisfying when you dump a crowd and then grenade them!
Very detailed explanation especially the wiring thanks.
Quite welcome! Thanks for the feedback!
I could see using the two different door orientations to trigger off the same switch. More for multiplayer to chaos proof the lane switches.
That would be interesting for sure! Good idea!
Another video explained clearly well done. Is the placement of garage doors still a pain? I know previously you could have trouble with which way they went up. The iron hatches have a small square but the garage doors do not.
Garage door will always roll away from the direction your facing when you place them. So when you place, that will always be the front of the garage door.
Cool video xD
Thanks Sir!
Is there a way to use floor switches for some of these? Stand on switch = active pathway. Back away = step off switch = drop the zombies and invalidate the pathway. I realize that would invalidate the ability to have one "on" while you do other things. So maybe not all of them?
You absolutely could - I just don't trust myself to stand in one place :) The other think you could do is have a floor switch for the dump -- that would only work for the vault doors/hatches though as the ON state for garage doors and drawbridges is to be open.
How long can your paths be before the zeds start going into zerk mode?
Would be cool if drawbridge had an upside down orientation. Like a big dump hatch
Also if the hinge side of drawbridge is at the top of zombie ramp (bridge opens towards fighting position instead of away from) would it not lift/launch the arlenes on the lip of the bridge when it raises?
Sadly they glitch through -- I prototyped a base to try and launch them. I was really sad when it didn't work.
I also with you could put the double garage doors in a downward config to do the same.
But i just have one question, how do you stop zombies from eternally crawling? They didnt decide to crawl in your video for some reason, but in my game if i have a single block missing so i can melee through, they will spam jump crawl and eventually get through a 1 block gap, spider zombies have even glitched through locked doors this way for me. Pls help
Oh ... they can get through a one block gap for sure -- I usually use the scaffolding block to make it less than 1 block. Even then they occasionally glitch through.
@@WaywardEko is this the block you have placed on the railings for the garage door entrace?
How are you placing doors face down?
Hold down R for the radial menu and then select advanced rotation.
What are your PC specs and settings for this game?
3900x | 3080 | 64GB DDR4 | NVME Drive
Typically play on 4k res w/ high settings, but realized I had it set to medium for this recording - likely turned down from one of the last community server horde nights.
@@WaywardEko I wish 7d2d was more optimized
As do we all!
Good video, get yourself a pop filter for fuck's sake.
Thanks!