PC Pathing through barbed wire

Ok, nice.
It seems like all the videos have the zombies pathing up a ramp/stairs for some reason. Why not a flat maze?
a flat maze they can run through. On stairs they wait 1-2 seconds, jump, wait 1-2 seconds, jump etc etc. So they approach much slower.

 
And different to a maze they can fall

The basic idea is that you as player can control how near the zombies can come to you.

But the system is too reliable. Thats why i started to change to x64 hordes.

Greater challenge

 
And different to a maze they can fall
The basic idea is that you as player can control how near the zombies can come to you.

But the system is too reliable. Thats why i started to change to x64 hordes.

Greater challenge
The fall-loop mazes just seem too cheesy, I was trying to keep it simple.

 
The fall-loop mazes just seem too cheesy, I was trying to keep it simple.
The problem is that you can lead them only on a path if you offer them a straight way to you.

And then you have only 4 Choices

1: You need to defend in Meleerange (= you dont fight the next wave and so this wave will kill you)

2: You abandon the base and drive the rest of the night

3: You make a fall hole and send them again on the same path

4: You setup at the end of the path a trap that make so much damage that nothing will survive it

(3+ Bladetraps + E fence + maybe turrets or mines)

If we can arrange us that option 1 make no sense and 2 is equal cheesy as 3

Then we need only to talk about 4. And theres a simple question, why is a fallhole (what would be in real a 180 Degree turned hatch with a spring) more cheesy than a bladetrap ?

And finally the answer (in my opinion) is that the only difference is that repairing blades, fill turrets and replace spikes is simply more expensive and timeconsuming than repairing the Fallhole blocks.

 
The problem is that you can lead them only on a path if you offer them a straight way to you. And then you have only 4 Choices

1: You need to defend in Meleerange (= you dont fight the next wave and so this wave will kill you)

2: You abandon the base and drive the rest of the night

3: You make a fall hole and send them again on the same path

4: You setup at the end of the path a trap that make so much damage that nothing will survive it

(3+ Bladetraps + E fence + maybe turrets or mines)

If we can arrange us that option 1 make no sense and 2 is equal cheesy as 3

Then we need only to talk about 4. And theres a simple question, why is a fallhole (what would be in real a 180 Degree turned hatch with a spring) more cheesy than a bladetrap ?

And finally the answer (in my opinion) is that the only difference is that repairing blades, fill turrets and replace spikes is simply more expensive and timeconsuming than repairing the Fallhole blocks.

Those are good points. The hope was that I could pick the vast majority of them off as they path slowly through the barb wired zig-zag.

Adding in some fail-safe traps is planned for after I get electricity.

In the mean time, I have a couple of escape plans if they get all the way up to the stairs to the catwalk.

If I get overrun on the catwalk, there is an escape hatch to the roof on the left side and a 1-way drop to escape the back of the building, or I can go through that door in the picture and fight from a small pillbox on the lower level below those stairs, or escape from the front of the building if totally overwhelmed.

 
I had a similar problem, the AI is weird with stairs and ramps. For ramps, if the ramp is surrounded by walls, like your first stair is (if I see it correctly), they see it as a part of a wall*, and don't try to climb it.. plus the stair block is "two high" naturally, which seems to cause additional issues.. they can path stairs somewhat, but if they accidentally touch the railings, they start beating on the stairs.

As a quick test, stack full wood blocks on top of the stairs to make a "jumpable" staircase on top of them, see if that helps. If it does, replace the stairs, sadly .. setting the wood block is going to be annoying, aim for the wall... :)

* Any and all statements of the AI are by nature inaccurate, written out only for readability. They don't know what a wall is... or ramp, or.. yeah :)

 
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It is a 2x2 hall designed in a zig-zag with a clear path (nothing but barbed wire) between the entry and my elevated area for shooting.

I tried putting the wire on the floor first, but when that did not work, I put it on both walls facing outward on the top and bottom blocks.
Make it 3 high inside.

 
(diff guy, but..) The wall. Two high, they can make themselves a path up by destroying any of the higher blocks, the third block will prevent that - they usually just go after another block that's two high instead of carving an upwards path.

 
(diff guy, but..) The wall. Two high, they can make themselves a path up by destroying any of the higher blocks, the third block will prevent that - they usually just go after another block that's two high instead of carving an upwards path.
Alright, thanks.

 
I ended up removing the barbed wire around the mouth of the entrance 3 blocks in on both sides. They seem to be more wiling to enter the cattle chute now.

 
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