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Once get good enough gear and ammo reserves, for the higher day hordes; plan to do what I did in a18: Find a long flat empty stretch of road and then run and gun all night long. (we did a cheesy pyramid base that was promptly wrecked by demolishers; and it turned into a "run away and shoot!" and since it always devolved to that; that is how we high level horde now.
7 by 7 base with crossing poles to keep zombies back, can be meleed through.
Goal of the base is to stall the zombies as long as possible to shoot to kill. Multiple layers of defense.
Bottom part is a shooting room, surrounded by iron spikes then barbed wire, then a 1 block 2 wide trench filled with barbed wire, surrounded by 1 row of iron spike, and 2 rows of barbed wire lined with Electric Fence. Can get build before the 3rd hoard night as you can see from the screen shot, 60 min days, vanilla loot, vanilla xp, warrior difficulty.
The top part doesnt NEED to be cobblestone, it can be wood, its just there for be a place to protect the generators and has an interior middle floor of iron bars that one can shoot through if they breach the kill room. 2 iron bar wide balcony with metal railing. the rooftop is purely decorative but i always liked that overhang.
The bridge is a bit awkward, but usually i get a drawbridge going soon after.
Works great for solos, even a duo or trio. Easy to build.
I perfer hoard bases that arent just cheesing or running away or killing cooridors, good ole fashioned skill and traps to keep them at bay,
https://cdn.discordapp.com/attachments/533195805717168132/734792861924720793/7_Days_To_Die_7_20_2020_11_23_00_AM.png
1) Clear a 7x7 area of ground, dig the center 5x5 area down 6 blocks. Cement the ground level and bottom level.
2) Build a steep funnel from the ground down 2 blocks (5x5 funnel width, 2 blocks depth), leaving the central 3x3 area alone. In a18.4 this funnel prevented scared Z's from fleeing, but in a19 it just seems to make it harder for them to aim down and attack the ceiling over the players (they're directly under the funnel most of the time).
3) Wall the central 3x3 area of the funnel (this kill-chamber is 3 blocks tall, 3 blocks wide), but leave 3-block tall doorways in the corners of the square (yeah it'll look a bit swastika-ish if you don't want players shooting the players opposite them).
# = walls, v = doorways.
###v#
>XXX#
#XXX#
#XXX<
#^###
4) In the bottom block of each door way, place your preferred Z-Stopper Block (I'm partial to "1/4 Block", this lets dogs through but not much else (maybe the occasional Z will phase through when things get super crowded), so I can harvest the dogs). In the top of each door way, place a hatch against the side of the doorway (When the hatch is Open, it will block passage through that doorway) while you can attack through the opening between the Z-Stopper and hatch.
5) To get out of the central 3x3 kill area, consider placing hatches along the wall so that when the hatches are open they form stairs, but when they're closed they become part of the wall (like a Murphy Bed)
You can do a lot more to improve the Funnel Fort, but this was a quick description. You'll want to use the sturdiest hatches and blocks you can manage (consider a double layered roof outside of the funnel). This is a pretty quick sunken fort to make, and pretty easy to mostly-melee all the things. When Demolishers explode, they'll clear the entire kill-chamber, which buys players some time to repair stuff. You can also just take a step back and repair stuff or medicate yourself while Z's attack your Z-Stopper Block.
The towers as well as the bunker itself is connected via a tunnel system thanks to an adjecent house which is there in case the tower ends up breaking due to 10 demolitioners and I have to get back inside, since the entire bunker is lined up with electric fences besides the back since they never attack that side for some reason.
The towers themselves are made out of concrete, might upgrade to even better stuff later if need be but for now every horde night so far no more than a block or two at most gets broken and the rest just need some repairs, the towers are lined up with 2 rows of iron spikes and also have a shotgun turret on top to prevent vultures from attacking you.
The house adjecent to the base where I've made the backup entrance (and escape if need be) is fortified with complete concrete, it's really just a garage, and also has a vault door and hatch protecting everything, as well as a dart trap beside the door in case we need to hold out there in the worst case scenario...the entire base gets destroyed, including the two towers. In the future I will be adding a row of iron bars in order to shoot from inside as well, alongside the dart trap.
https://youtu.be/A4-wOiRMXrk
havent tried it in regular game yet, but seems promising.
So, obviously, we look for a big enough, yet easy enough place to use for horde nights. We usually find a 1-800-PAPER POI and fortify its walls slowly, fight from a 3-blocks large frame / iron bar walkway about 6 block high, so that spiders can't reach from jumping (but they do get close and sometimes might get on - hence why I'm the slugger of the group).
Gradually, we upgrade its defenses as well, starting with rows of Barbed Wire Fences / Spikes, until we reach or have access to Turrets / Electrical traps. By then, I usually go with 2 outer rows of Barbed Wire Fences, 1 line of electrical traps to shock and stun them even more and 2 more rows of BWF, before they reach the 2 rows of metal spikes (just to finish those lucky enough to make it to the walls).
Said bottom walls are upgraded to Reinforced Concrete ASAP - first ffrom the outside when we're earlier in terms of defenses, later, we hollow out the inside and make either a shooting pit (Iron Bars at eye-level to have nearly 360 degree shooting visibility) or keep it completely hollow, with 2 blocks-wide Steel Walls if possible - them Boomers can do some damage if we're not careful.
This is an earlier version of it, without the BWF and Electrical Traps, but it gives you an idea.
https://steamcommunity.com/sharedfiles/filedetails/?id=1969984414
We also make sure it's far enough from our base, so that we can re-loot it every horde day (loot respawn is every 7 days, since we go through resources faster).
The build isn't perfect, it requires ACTIVE DEFENSE, so we go through bullets like mad, hence the shorter loot respawn time from the default 30 days. With 3-5 people getting 8 zombies each per wave... and the gamestages add up quickly, we see "endgame" zombies fast and often.
It's a LOT of fun though. Getting to shoot zombies from dusk 'til dawn is very satisfying.
Advantages:
-very little damage to the base. The blocks in the entrance have to be repaired continuously as they are mainly damaged. The surroundings only get a little "collateral" damage. But they don't seem to want to break through the walls.
-Zombies are in a defined spot close by for good hits on the head.
-Most loot bags can be accessed.
-Small material requirement to build.
-Easy exit. If zeds break through just enter the roof and hop on your bike.
-No traps/turrets required and no XP lost.
-Can be built incremental (make the walls thicker or upgrade them from lower materials).
Disadvantages:
-Have no experience with demolishers and exploding cops yet.
-Sometimes a vulture or dog enters. Maybe add a "room" on top around the ladder.
-Spider zombies are "beyond" the block and sometimes hard to hit. May try a "ramp" there so they can enter.
-Requires a good kill speed so the damage to base is low.
-Have to check all 4 "entrances" regularily since spawn points change. But not a problem for me.
Notes:
I play SP with 8 zed setting on normal difficulty.
I have set zombie block damage during horde night to 50%.
When horde stops to spawn I reload the game to continue to gain more XP.
I find enough ammo to burn through a few hundred bullets or shells.
You have to repair that block on the ground regularily. If they break it nothing protects you. Maybe try a second block but increased distance means no more melee and looting. And it makes the pathing harder so they may try to break the walls (not tested).
I like this design most of all I have tried over the years. I'm on day 27 gamestage around 100 so I can't tell how it holds up in later hordes. But most shots hit and I had no problems so far. And beeing close to the zeds creates some tension. You have to be active. This is no "sit out" base.
Just a big box in the middle for my house, then the two walls with spikes in between. Picture is before the 2nd horde. When I hit the 3rd horde, I had the whole setup upgraded to reinforced concrete and had replaced the interior killing zone with blade traps and electric fences instead of spikes. Was doing a lot of experimentation, but sadly the day 21 horde didn't even break through the first wall layer. I just sit on top of the rebar frames and plink at the horde with arrows. Easy XP.
I have two 10x10 "towers" that are cobblestone interior with a layer of reinforced concrete on the exterior that act as my farms. 8x8 farmable blocks at the top of them = tons of food.
And of course I always mine out an area at bedrock level, roughly 70-100 meters from my main base with a tunnel leading back, for forges, workbenches, etc. Anything that needs to be left "on" and will produce a ton of heat. Will never put them in my main area again after... I think it was 15 or 16 where I'd get 5-6 screaming wenches every day because I had forges running.