Alpha 16 is the best. All downhill from there.

Can't build underground bases anymore? Well, that's because a few people decided to AFK an event that can actually be toggled off in the settings.

Don't you mean you can still build an underground base, but you'll have to defend it. Can't that be viewed as an engineering challenge?

In A19 folks were building bases that were big pits that zombies would fall into. Even if the falling damage was minimized they still took a little. I remember helping a team defend one.

Folks today are building bases where zombies climb ladders... a vertical base. You could dig down and do that, though admittedly it is easier to get head shots as they climb towards you.
 
Don't you mean you can still build an underground base, but you'll have to defend it.
Yeah, well, good luck with that. I know GNS doesn't build them anymore because things got too chaotic even for him on horde night and he's a pretty good engineer if anyone were to ask me. I think it says something not necessarily flattering when even powergamers don't want to bother with them anymore.
 
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You could dig down and do that, though admittedly it is easier to get head shots as they climb towards you.
Ladder base from below isn't all that great, zero headshots.. but I did "aiming up at 45 degrees" once. It was my last redundant position, so it didn't get much action, but I checked it worked .. perfect line for headshots. And I don't see why the design wouldn't work today, as long as the path isn't too long.

The only issue is randomly digging zeds straight on top, those can be encouraged to get a move on with a couple blocks and turret placements.
 
The falling base I saw in A19 involved a big pit from the surface bringing the zombies to near bedrock. Then they had to climb back up part way to face the heroes. It's a lot more work than just building on the surface, but you can still get the zeds coming head first. It's convoluted, but possible. I don't recall the zombies digging since the shortest path was to fall.

I do, fondly, remember when they didn't put the player tunnel and hatch far enough away. The zombies cleared the hatch and came flooding into the player-side of the base.

If TFP is looking for options, turning off zombie digging sounds like one some players would enjoy.
 
It's convoluted, but possible. I don't recall the zombies digging since the shortest path was to fall.
Should work somewhat if you're in the middle of a big pit, and have some design on the lip that encourages them to get in. Can't think of sure-fire way for that kind of a drop thou, they're likely to start digging down on the edge.

I did one, in A22, with about a 10x10 pit and a "clear" path to me around it (in the stone) - but at top the path started with the classic half-block dropper. So they were trying to walk down a staircase, but ended up falling in the middle of the pit. Into a web of eFence.

EDIT: Actually, now that I think of it.. a half block dropper staircase might work. Half block ramps down the sides with suitable wedge tips. ■■■■it, I was supposed to sleep this night.
 
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Hah. This turn in the discussion just gave me an idea. Since we know zombies are going to dig, you could create a large 3D mass of spikes all around an underground bunker, and then either 1) use the OCB density hoe to reset the density in the area --which would take forever, or 2) build your design in the prefab editor and just use the editor to reset the terrain density around your bajillion spikes.

I know it's a terrible idea for several different reasons...but it would be funny to see a horde suicide themselves on spikes trying to dig into your base.
 
Actually, now that I think of it.. a half block dropper staircase might work. Half block ramps down the sides with suitable wedge tips. ■■■■it, I was supposed to sleep this night.
Well, never ye mind. While the zeds were willing to walk a half block ramp just fine, about 95% of my quick test subjects jumped right into my pit, no hesitation. No ramps needed, just .. a pit. Ok. If that's how you wanna play it this round.

v2.2 (b1)
 
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