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A17e B221 Gamestage 300 Blockdamage Testrow
Like the testrow before that based on Different Gamestages here now the testrow based on a fixed Gamestage but with different playstyles and Gamesettings PLEASE DONT ANSWER HERE UNTIL I HAVE ALL PLACEHOLDER if you want to answer please post it in the previous thread https://7daystodie.com/forums/showthread.php?100172-A17-B221-Prefab-test The setup Like the testrow before a 5x5x 8 high Tower of massive reinforced Concrete I decided to add a doublewall devided in 8 Sections Day 7 Level 300 Gamestage 459 (on default difficulty)
Just found my other half in this strange world [7DTD]
Hey guys, I just wanted to show off that I found my other half in this strange world. At the beginning she didn't really like me, she started beating me.. But after 10 days she came back to my house and started fighting zombies for me. She doesn't scream anymore when she sees me and she seems to really like me ( ͡° ͜ʖ ͡°). I hope you will find your other half in this world too. Good luck! :strawberry:
So I made a small 12x14 size base that can survive literally hundreds of Zombies, while easy to maintain and repair. Every single block of the "kill corridor" is two kinds of lethal, and zombies make a bee-line directly through the center of it because there's a tempting set of stairs at the end. Top level has "repair ports" that look down on the blades, and you can reach all the blades from up there to repair them without risking yourself. Electric fences are completely protected and won't be destroyed. I used steel for demonstration purposes, but 90% of this base could be made from concrete and it'd be just fine, front and kill corridor idealy should be steel though. Tried to upload the images here, but kept failing. No idea why...
We know that the zombie pathing is a work in progress and you're still tweaking it, however is it possible to clarify to the community how you want the zombies to path in an ideal world? Right now they're rat/cheese/maze physic group think zombies who can rip through anything and know exactly where to go. Is this the intended design? Personally, it feels horrible. It's not difficult to overcome, it just doesn't feel realistic of the genre. In A16, they were dumb and ran directly at you. Personally this was more fun for me but some people like the current AI. Can we have an option in the settings in future Alpha's to choose the zombie AI we like? I've made a video of how obscene their pathing is. It doesn't seem fun.
When bad turns into ugly....
So, my wife and I was looting a house POI in the snow biome in Navesgane. We notice an eerie pulsing blue light shining from the basement so we go to investigate. We find what looks to be someone's mancave. Upon closer inspection we get caught off guard by some sleepers laying dormant behind a partition. When you think things couldnt get any worse, the bear we avoided outside hears the commotion and decides to investigate. RIP, well played TFPs. Well played lol....
Part 2 So I had a lot of fun actually making this run. Level 25 by day 7, because I focused on leveling, I took this run way more seriously than any of my previous ones. I had to do a lot of things different such as my starting skill lineup just to survive dealing with high difficulty enemies. Power leveled first few levels in burned forest, the enemies glow so are easy to spot, and they don't really do anything special. Increasing Perception,boom;headshot was a must for this, more damage = faster killing = more leveling and less grinding (less arrows per kill meaning you run out slower ) Ignored pack mule and intelligence, put 1 point into pack mule just so I wasn't dealing with encumbrance every 5 minutes, but it was about my...
A17.0 my attempt at a 'pure' melee base w fall-back. Had to use guns though.
What do you folks think? My attempt at a pure melee base. Only traps were a double row of barb wire flat on the ground in front. Day 28 horde, GS=120. No rads, only a couple cops. Even though base was designed for a fallback, I didn't get to use as they didn't breach first wall. Melee damage output not nearly enough to keep up with zeds; which, in general, is expected, but by this much? Wasn't even close if there were more than about four. At 4 they'd do a lot of damage to pole blocks while I was trying to kill them w machete. Combine the very slow repairing of a claw hammer w their dps vs. my dps & no choice but to go to guns. Start_Day28_Lvl-58__GS-120__Kills-737 End_________Lvl-61__GS-126__Kills-853 Three groups of 42 each...
Effective blade trap placements.
I came up with this placement. The idea was to maximize the time a zombie spend in the trap area. In order to do so, i force the zombie to walk in a U path around most of the trap. To further expand the time they spend, one can also use an electric fence wire through the trap area. The arrow slit also allows for repairs from above. Red = Path zombies will take through the trap. Purple and yellow = Can be removed, and additional blade traps can be placed where the purple block are. I usually set the trigger plate to 1 minute. Caution: I've had red console errors popping up when trying to send too many zombies through the triple trap. A single trap should be good enough for daily use, but i'd not trust it for horde nights...
My simple wood base
In my current game I made a simple but effective type of base that I haven't seen anyone else post about. Here's a 3d view. Legend: Orange: Wood blocks, Green: barbed wire on the floor on top of wood blocks, Dark blue : Anti-spider lip (goes all around, but I ran out of space in this voxel app), Black: Threshold that prevents cops from seeing me too early, White: where I stand during horde night. At some point you can add a roof with bars for vulture protection. It's not a maze, doesn't exploit loops or fall damage.. Doesn't use excessive traps or anything really. Just a staircase, some blocks that prevent line of sight so cops don't puke at my base, lots of barbed wire to slow them down, and a single line straight to me so...
The Seventh Castle
Hello everyone In this thread, I would like to share the progress of the Seventh Castle - a fortress built in creative mode in 7 Days to Die. My aim is not to create the perfect, invulnerable castle, designed to resist the present AI, but instead to create a thing of beauty. The inspiration came from the new terrain generator in A17, which created a wonderful place - hills surrounded by water and mountains - perfect for a castle hideout in European medieval style. The inspiration was enhanced by the wonderful new blocks available in A17 - especially the 1- and 3-wide gothic arches, which provides great new oppurtunities. On the first night, I had layed out the basic plan for the castle, following the hill structure. The small...
Alpha 17 has changed everything in 7 Days to Die. Old base designs are worthless against the new hordes. Satsu and Monkey have been experimenting with different builds and have come up with this idiot proof design using the zombie pathing and a lot of barbed wire. While this is only an exhibition of the day 14 horde night, the base can be expanded to include turrets and blade traps for later hordes. This horde base was made on the Navezgane map using the Working Stiffs Tools just outside of Diresville but we have tested it and it can be built from scratch as long as the basic design is followed. For the day 7 horde you can actually build the entire thing out of wood.
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