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Hi folks, im currently working on my first prefab and will share some screenshots with u  :)   i hope u like it. I started with the prefab-editor on yesterday.... Its inspired by the Gaspowerplant from Sim City 4 :)   PS: sorry for the bad english :D
Hi guys! If you like the food truck, then you can build it. Materials used: Car Wheel Flat - 4pcs Concrete 1/2 Block Trim Split - 6pcs Widow Store One Sided Empty - 4pcs Widow Store Four Sided Empty - 1pcs Commercial Door 2 - 1pcs Metal Stairs - 1pcs Wooden Sign 1m - 1pcs Duct Soft Corner 2 - 1pcs Sidewalk Curb - 1pcs Sign: Shamway Sale - 1pcs Concrete Half Plate - 1pcs Soda Fountain - 1pcs Corr.Metal Ramp Incline Half 1 - 2pcs Industrial Light - 2pcs Cash Register - 1pcs Water Cooler Bootle - 1pcs "Wet Concrete Block" Wet Concrete Corner Round Top -4pcs Wet Concrete Corner Round - 16pcs Wet Concrete Plate (wall 4pcs + ceiling 4pcs) Wet Concrete Block - 4pcs Wet Concrete 1/2 Block - 3pcs "Paint number" 82, 112...
Your dumb engineering ?
There's a proverb : if it looks dumb but it works, so it's not dumb. This is a topic not for PGM optimized roXXor autonomous game-breaking bases, but just weird and fun working builds. Maybe my topic is redundant (I didn't read ALL the forum), so I apologize if it's the case. I'm actually working on various zombie carrousels. This one seems to work well (tripwire linked to horizontal door -> Z falls -> Z climb again -> Z falls... I just have to molotov time to time) and makes no-stress bloodmoons. Pimps nerfed the "slippery slope" ? Nevermind : I use it to make Z access easier on a smaller surface.  :D And another stupid carrousel. The fun thing is : if your hammer triggers a demo, you can bet on which block it will...
Wanted to share a few pictures of our home base. Took weeks of casual play to finish it. It is a custom map. But no mods. No spawning material. The pinnacle stands 72 meters high. Seven floors; including a gyro hanger with landing/take off strip, a floor of twelve apartments/living quarters, a fabrication floor, 256 farmplots, and a storage floor with named crates for nearly everything in the game. Mostly solar at this point, still some 5 and 6 level solar cells to go. This project took 3 1/2 people - one scavenger and perimeter defense, two miners, and one miner/food prep. The superstructure and skin was built largely by myself; and the interior decoration/walls by another.
After 2 years of not playing 7DTD i decided to come back with the aim of building the Imperial City from Oblivion. I started off small and have just finished getting the exterior to Wawnet Inn finished which is located just before the Imperial City Bridge. I did the best i could but its not perfect and will probably be tweaked over time, but it will do for now. P.S Anyone know how to make roofs look more rounded in 7DTD?
A short-ish critique and gameplay (as always) featuring custom coding 10x's zombies for a true zombie apocalypse experience. All our videos show the chaotic gorefest and fight for survival if you watch or skip through them. https://www.twitch.tv/videos/745281144 Also on YT (not our main platform): https://www.youtube.com/watch?v=tceBowBYuuU It's already possible to alter the game a great deal through the main menu, but if you learn to alter the code, you can truly turn the entire game into a customized experience. You'll notice at times incredible numbers of zombies and it makes for some insane scenarios. I also alter the dismemberment to be more extreme and balance out some recipes etc, but the critique (all positive, to say the...
I spawned in the T1 iron crossbow, magnum, and hunting rifle since I rarely, if ever, use these weapons, and I wanted some ranged weapons that didn't make me feel too powerful from the get-go. They're all unloaded and I've set a rule where once they break, they cannot be repaired. (I might backtrack on this detail though.) The flashlight replaces the torch, for roleplay reasons, and the clothing is there for similar intent. The standard can of chili, bottled water, and first aid bandage have remained. No idea why I thought to post this to be honest. Maybe someone out there is experiencing the same situation that I am and they could take this as a source of inspiration to add a bit of spice (aka non-linear progression) to their world...
I tried using a combination of different traps and turrets to tackle the last bloodmoon without taking too much damage to the base and using as little ammo as possible. I plan to expand to add more traps later on. I think I will toggle the darts in the middle rather than just unload it all at once and find a way to repair the blade traps, other than that I think I did all right. I see now why the kill corridor is so popular, rather than have 4 sides to defend the corridor only needs on side, so less traps to produce.
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