TFP BEAT ME! – Testing a NEW ZOMBIE PROOF CATWALK BLOCK | 7 Days to Die Alpha 20



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49 thoughts on “TFP BEAT ME! – Testing a NEW ZOMBIE PROOF CATWALK BLOCK | 7 Days to Die Alpha 20”

  1. I’ve been building diagonals a lot. Simple math on some of it, the railing gap/path width is .707 of a metre so that could be something to do with it. Sure, they’ll run across a .25m pole but they do want to be in the centre and move c-c between blocks. I was playing around with a shotgun & spanky short loop base a couple of playthroughs ago. Did mean to change out the ledge to some of the ramp corner & filler/ slope ramp sets to try and get the rag doll slides. Kinda like how you use wedges in your fire station base. 90% reliable on the pathing and I like that you can make a design where they effectively need to cut 3 blocks to make it through 2. I’d still get mup’s beating on blocks that were totally irrelevant though. Not strategic damage, not pathing interference, just downright vandalism.

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  2. You really didnt properly test all the factors here Josh- you should have looked at what was DIFFERENT- the first one worked- it wasnt gonna stop working as it was. It was because you changed the diagonals to be attached via a square plate at the ends and they can go on that square and from their to the diagonal.
    It obviously ONLY works if the diagonals attach directly to each end for whatever reason. So your idea of the 4 corridors with bridges SHOULD work fine if you do the diagonals properly.

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  3. But Josh! What if you put the railed wedge on top (upside-down) of the bottom one creating a cage?
    Or if you put it on top with one block in between so Z's can't jump on the railing?

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  4. LoL i'll be honest I can't wait for the day that fun pimps get hold of Jawaddles IP and start to code their blocks to react in weird and freaky ways when ever they aree connected to that IP just to see the confusion on his face lol

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  5. Security as layers of an onion – you could use the catwalks as a first layer defense. Even if it only disrupts 25-33% for a while, still takes the heat off the next layer for a bit.

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  6. what if you used the one with the railings and then put an upside down catwalk with railings above it. that should prevent you from running off the railings when panicking and running away from arline.

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  7. F in chat for quad base 😢. On other hand you didn’t use the railings so is it official really? We need a part 2 to check the railings because you just refused to use them because of that weird way they pop you up on them sometimes. I get it but we can’t know for certain until you use the actual railings with them right? Anyways; keep up the good work man. TFP’s got ya this round but next one is yours 😉.

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  8. I suspect digging this deep into the hidden guts of the pathfinding and expecting everything to still be consistent is probably a stretch. I'd imagine there's a combination of planned path, approach angle and navmesh connectivity going on here.

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  9. I think I know what's going on. Do you remember when you made the bedrock base and you discovered zombies don't want to go up to go down to get you and you very easily secured your entry? I think that's what's going on with the wedges you were testing. When you were on the opposite side they were confused but when you stood in the middle they only had to go up and not back down.

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  10. Are we NOT calling the drop base the Tower of Terror? Or is that reference just an east coast US thing? Also was I the only one Leonardo DiCaprio-ing the @#$% out of Josh when he was looking for the catwalk ramp block?

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  11. Hi Josh, I was wondering if had a solution to a crash I just occurred? 50 hours over 50 days on my world, and my internet cuts out, whilst I was playing. I reload the world, and whilst all my builds are there, everything involved with the player are removed. Do you know how I can revert this with the save files?

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  12. I don't understand the need for a four way. So you stand inside the ring and fight the zombies that come up to the windows…you can only be at one at any given moment and while you are at one fighting then the zombies are tearing up the other three, yes?

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  13. Check to see how it works if you use the 'unavailable' blocks copied directly out of the shotgun messiah (and you stashed under your test platform). Maybe the original never worked like you thought it did?

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  14. I recall seeing zombies frozen in mid air, in a Matrix sort of pose, when trying to path to the person playing. It happened with any of the angled catwalks with a railing. I also have trouble navigating these same pieces as they seem to try to kick me off the catwalk.

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  15. What about using the catwalks with the railings, but then taking another railing catwalk and placing it upside-down and above it? Make it so you can't fall off and zombies can't jump up on the railing.

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  16. There is a railing around certain poi's that zombies don't try to destroy they just keep running into it and don't jump over or destroy check out those blocks and see what they are

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  17. 25:05 you are connecting the catwalk to a plate on your support pillar. This "plate" was missing in your earlier testing and you had a "dip" down instead of a smooth connection. Maybe once the "path" is all on the same level with the catwalk they can see it as a viable path.
    On test one they didn't work when the "connection plate" was missing and on test 2 you had 2 rows and they just blew through it. Test 3 they sorta saw it and sorta didn't. I'd say more tests with no "connecting plate" that puts it all at the same level.

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  18. It almost looked like they learned how to handle the path and the reset cleared their knowledge… this implies there might be a bit of a heuristic built into the pathing AI… interesting…

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  19. @JaWoodle Any idea if the barbed wired fences under a garage door still works? I remember back in A19 you would line a trench with them and have a garage door open over them serve as the floor. It slowed zombies down immensely

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  20. Yep. I have been noticing this on 3 different tower bases I built. The zombies seem to switch up their pathing patterns. Almost like its a pre-cursor to the new zombie behaviour slider coming in A21. I am wondering if FP is utilizing something from the slider mechinc but its randomize or trigger mode right now.

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