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Was, yes... not sure if it still works in A19 as my SMG turrets & Corset (see other post) basically remove any need for additional base defenses. Mostly draw the odd screamer in my A19 game, and can deal with a mini-horde pretty easy as of day 120. Major hordes take place at the Corset
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PewP3r started following "The Corset" - Modified Jawoodle Corridor, A18 "Pagoda" Home & Garage, Atop the Piggy Bank! and 1 other
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And for further proof that there is no such thing as "go big or go home", I bring you... the Pagoda! I built this little guy atop four stilts, each base featuring the steep wedge design rendering zombies dumb and inert. There's a small platform you can stand on to snipe any unwanted visitors (before I learned about SMG turrets), and I made a nice little garage for my motorcycle (background). This design lasted me a good 60 days before I decided to upgrade. Kinda cramped but very functional.
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Further proof that you don't need to go crazy with your bases... I built this charming little home atop a Piggy Bank and it served me well for 80+ days! After gutting the inside of the bank and installing SMG turrets, I made a nice two-story home on the roof featuring a nice garden and rooftop patio! I also turned the drive-through teller area into a ramp for my 4x4 jeep. Solid platforms are the real bread-and-butter if you want to survive the apocalypse, so why build one yourself? Save yourself the concrete.
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My final base design, day 109 on my single-player map... Used a modular 4-space stilt platform to make a 23x29 space on which I built a pseudo-temple base design. Above are two workrooms, one being a "hot room" for forges, chemistry station and cooking, and the other a storage and workbench room. Above those workrooms are a bedroom and study. I noodled around the sides using abstract designs and candles, created a reflection pool + gardens and mounted a few SMG turrets on the underbelly to keep the screamers away. I also added a cool Japanese'esque breezeway between the two lower rooms with a
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Have been screwing a round a lot on 7 Days due to being unemployed, and this modified corridor design is making life really easy... Figured I'd share. In addition to the basic wedge-tip, 6 blocks up design I've installed a generator beneath the last span with concrete guardrails to keep the spitters away. I added two light bridges to keep things visible, but the main addition is the electric fence horizontal "laced" design. I added wedge tip spans along the sides of the entryway, each with an electric fence at the end. Then, I threaded the wiring using the same technique we used t
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PewP3r started following Trader Reputation, Epic Random Loot Nodes! and Localized Infestations (late game content)
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Was cruising around on day 109 in my jellycopter and it dawned on me... What if, as I was flying back home with these new solar cells and bank, I spotted a massive train derailment? Or perhaps a pile-up on a road? I could land and fine some super pristine loot that would've only been spotted scouting by plane. I think this is a pretty cool concept for late-game discovery. You might discover these by foot or by wheel early or mid-game, but really the ornithoper is the way to go... These nodes aren't on the mini-map or easily found, perhaps randomly spawn and de-spawn like the air drops (althoug
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Was cruising around in my 4x4 doing a bit of exploring and lamenting on the late-game sameness... Day 54, level 51 and basically invulnerable, have most of the good loot, what now? Here's a thought: randomly generated, timer-based infestations of towns and cities. This event can happen from day 1, it picks a handful of cities and/or towns across the map and deems them "infestation sites; basically zombie hot-zones. In these zones, there are more zombies per sqft, the zombies are more aggressive in general (damage/speed), there are awful (new) boss-like zombies unique to these zones
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How about alongside the lukewarm rewards one gets from trader quests, your reputation for that specific trader also increases. This would basically be a Barter skill but for one specific trader that gets you better deals and access to better stuff over time. So, a player could either level their Barter skill or work with specific traders to run quests for favor. If the player has Barter already, think of favor as a slower mechanism to fill the Barter bucket. The higher of the two would be the operating perk at any given vendor
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First of all, absolutely amazed by the quality of these generated maps! Kudos. Question: I ticked the "random start location" option in my new map, but every time I start a new game I end up in the same place 😕 Is there a bug with this option or am I not doing it right? EDIT: Nevermind... If you delete your first save and start a new one, you land in the same spot. If you keep your first save and start a new one it generates a new starting location. Guess that's the trick