The problem with that is that zombies will probably attack the raised drawbridge on their side of gap, destroying it. It was that way in A16, don't see any reason why the zeds wouldn't attack it now if they choose that path. I'm thinking a drawbridge on the players' side of gap should work if they choose that path. Then again, simply raising the drawbridge could cause them to switch to another path, or attack a structure. We'll have to wait and see how new pathing AI works in its entirety.i was thinkin, take two drawbridges and have them face each other from opposite sides
thank you and sorry about rough voice... smoking has done its damage even tho i have quit.i luv u joe
I think I suggested this a few days ago, ode to WWZ..
i have not fully tested how high they can go but... the idea is tho... the more zombies that gather without killing them, can possibly cause trouble for the player. while players can and will come up with different strategies... its good that there is now threats...Oh hey Joe,
Live zombies using each other to climb over your walls makes the disappearance of gore block climbing back in the day less important. Kewl developmentThat will force us to not rely on 3 block high walls and remain stationary as they would certainly mass up.
What's this about a fox now?well that is the fun part about the game.. trying to out fox the fox (in this case the zed).
Tested spider zombies. They have a crazy jump for sure, but the ones i loaded didn'tSpiders are now faster and having a ledge apparently won't work anymore.
I guess they can climb over that????