User blog:Snapdragon717/More Custom Modern Day Concepts
Well with the upcoming Modern Day levels, they look interesting, but also unbalanced (some of them). So here I am, giving some of my ideas.
Also keep in mind these levels get harder as they progress, and some levels are more gimmicky than others.
Key:
- Work in Progress: This idea is in progress, meaning there are many elements missing, or the wave chart is unfinished.
- Plant Food/Position Working: The wave chart is complete, but the zombie spawns and plant food spawns will be coming soon.
Anything else is completely done (Unless I find a mistake).
Day A
Regular Level.
Gimmicks: Power Tiles on C2R2, C2R4; Another set on C4R1, C4R3, C4R5.
Plants: Choice
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day B
Beghouled Level. Reach 125 matches
Gimmicks: Gravestones occupy empty spaces and spaces where plant have been eaten. These respawn every 25 matches.
Dialouge:
Penny: "It appears the lawn has shifted to a ghoulish state, User Dave."
Dave: "You've got that right. It's full of graves!"
Penny: "I'm detecting some abnormality in these gravestones. They will rise after a while despite any efforts. I believe Dr. Zomboss' Project Paradox is the cause of this anomaly."
Dave: "Time to conjure up some trouble!"
Plants:
750 sun -> 1500 sun -> |Matches 0-25: (Weaker variants)
1750 sun -> 3250 sun -> |Matches 26-50: (Weaker variants)
750 sun -> 1250 sun -> |Matches 51-75: (Weaker variants)
1000 sun -> 2000 sun -> |Matches 76-100:
1500 sun -> 3000 sun -> |Matches 101-125:
Day C
Locked and Loaded Level.
Gimmicks: Slider Tiles on C6R1 (Down), C6R5 (Up), C5R2 (Down) C5R4 (Up); Snowstorms.
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day D
Regular Level with Objective.
Objective: Don't let the Zombies trample over the flowers (Located on C3)
Gimmicks: Dinosaurs: ; Pool located in columns 5-9.
Dialouge:
Dave: "Guess what I did!"
Penny: "Presumably something stupid."
Dave: "Better than stupid! I installed a pool into the lawn! I can't wait to jump in."
Penny: "Cannonballs can be saved for later. The zombies will likely use this to their advantage."
Dave: "CANNONBALL!"
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day E
Save Our Seeds Level / Conveyor Belt hybrid:
Protect:
Gimmicks: None
Plants: Common (5) Uncommon (5) Semi-Common (3) Rare (2) Rare (3) Semi-Common (5) Uncommon (5) Rare (2) Extremely Rare (1) Very Rare (2) Rare (2) Very Rare (Infinite)
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day F
Regular Level
Gimmicks: Pool: On Lanes 2 & 4 (C6R2 - C9R2; C6R4 - C9R4).
Dialogue:
Dave: "Where'd our Lily Pads go?"
Penny: "It appears they have been lost in time. We can only retrieve them after defeating these waves of zombies."
Dave: Pools don't make waves but zombies sure can!"
Notes: Relic Hunters always fling to the 5th column.
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day G
Regular Level with Objective
Objective: Defeat 10 zombies in 3 seconds; Spend no more than 500 sun.
Gimmicks: Graves on every tile.
Plants: Choice with 2 Grave Busters (one imitated, so is banned)
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Waves | Non-dynamic zombies | Ambush zombies | Note(s) |
---|---|---|---|
1 | 3 | None | |
2 | 2 4 | None | |
3 | 2 4 | None | |
4 | 3 3 3 2 4 | None | Final Wave |
Day H
Last Stand Level
Sun Given: 5000
Gimmicks: Freezing Winds.
Plant Food given: 4 (none given through level).
Plants: Choice without sun producers or free plants.
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day I
Regular level
Gimmicks: Sandstorms
Plants: Choice
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day J
Regular Level
Gimmicks: Tombstones on Column 6 (Check wave chart for Tombstone respawns and Necromancy attacks).
Plants: Choice
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day K
Locked and Loaded Level
Objective: Survive without planting on Dave's Mold Colonies (On columns 6-9).
Gimmicks: Dinosaurs: ; Sun Tiles on columns 8 and 9.
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day L
Locked and Loaded Level
Gimmicks: None
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day M
Regular Level with Objective
Produce at least 3500 sun; Never have more than 20 plants.
Gimmicks: Frozen s on column 4; 10 Frozen s on columns 5 and 6
Plants: Choice without sun producers (free plants allowed)
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day N
Remix Level (Modern Day - Day 1)
Gimmicks: None
Plants: Choice
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Waves | Non-dynamic zombies | Ambush zombies | Note(s) |
---|---|---|---|
1 | None | ||
2 | None | ||
3 | None | 100% Plant Food | |
4 | 2 5 | None | |
5 | 1 2 4 5 | None | First flag; spawns at 4th column, 3rd row |
6 | 1 3 5 | None | |
7 | 2 1 4 | None | spawns at 7th column, 4th row |
8 | 3 3 3 3 | None | spawns at 6th column, 2nd row |
9 | 2 1 5 | None | 100% Plant Food; spawns at 5th column, 1st row |
10 | 2 3 4 1 5 2 3 4 | None | Final flag; spawns at 4th column, 5th row |
Day O
Regular Level
Gimmicks: None
Plants: Choice
Notes: is Basic during Waves 0-1, Conehead during Wave 2, and Buckethead during Waves 3-4
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day P
Regular Level with Objective
Objective: Survive without planting on Dave's Mold Colonies (Located on every tile on lanes 1, 3, and 5.
Dialouge:
Dave: "Woah. Some plants are missin'.
Dave: "Did I leave the stove on?"
Penny: "Negative. It appears the distortion of time is affecting our plants."
Penny: "Plants that would normally help us will not be granted to us."
Penny: "Additional leveling or different strategies must be used."
Dave: "Hang on plantos, we're coming!"
Lawn: Preplaced s on C6R2 and C6R4.
Gimmicks: None
Plants: Choice
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day Q
Column Like you See Em' Level
Gimmicks: Sandstorms; 8-Bit Jam is active whole level.
Plants: Uncommon; Infinite Common; 15 (3) Uncommon; 5 (1) Common; Rare Common; Infinite Common; 10 (2)
Notes: Mummy Trio are Dynamic. (But are still present in the first 3 waves regardless of any Dynamic level.)
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day R
Regular Level
Gimmicks: Gravestones; Slider Tiles (D = Down, U = Up, G = Gravestone, E = Empty)
D G D G D G D G D
G U G U G U G U G
E E E E E E E E E
G D G D G D G D G
U G U G U G U G U
Plants: Choice
Zombies: (Frostbite Caves Trio are dynamic)
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day S
Save our Seeds Level
Endangered Plants: 5 s on Column 6; 5 s on Column 4
Gimmicks: Power Tiles on Column 6
Plants: Choice
Notes: is the 2nd version with
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day T
Regular Level
Gimmicks: Freezing Winds
Plants: Choice
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day U
Conveyor Belt Level
Gimmicks: None
Plants: 10; Very common 5; Common 10; Semi-common Infinite; Very common Infinite; Very common 10; Very common 5; Common Infinite; Semi-common 5; Common 5; Rare
Notes: is included near the end in case Plant Food was wasted last wave for the Jester Zombie / dealing with Excavator Zombies once Split Pea is removed from the conveyor.
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day V
Locked and Loaded Level
Gimmicks: Sun Tiles on columns 1-3, and 8
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day W
Plants to Die Level
Gimmicks: Water up to column 7
Plant Set-up:
Plants: Infinite; Very common 5; Semi-common Very Rare; 1 at a time
Dynamic: Modern Trio (No matter the dynamic difficulty, the first few will still be there in the first few waves).
Notes: Rap Jam is active until final wave, where it switches to Metal.
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Day X
Last Stand / Locked and Loaded Hybrid with Objective:
Objective: Produce at least 1000 sun.
Sun Given: 1000
Plant Food: None (none given at the start or through the level).
Pre-placed Plants: One on C2R3.
Gimmicks: Gravestones. (All on Columns 7-9)
Notes: cannot be used during the planting phase.
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Waves | Non-dynamic zombies | Ambush zombies | Note(s) |
---|---|---|---|
1 | 3 | None | |
2 | 3 1 5 | None | |
3 | 2 4 1 5 | None | |
4 | 1 2 4 5 3 3 | None | |
5 | 2 4 1 2 3 4 5 | None | |
6 | 1 3 5 2 4 2 4 | None | |
7 | 2 4 1 3 5 1 5 1 2 3 4 5 | None | Final Wave |
Day Y
Conveyor Belt / Save our Seeds Hybrid Level
Endangered Plants: 2 Melon-pults on C1R2 and C1R4
Gimmicks: Trap Tiles: Flame Tiles on column 8; Sandstorms.
Preplaced Plants: Escape Roots on Columns 1-7
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Waves | Non-dynamic zombies | Ambush zombies | Note(s) |
---|---|---|---|
1 | 1 3 5 | None | |
2 | 2 4 | None | |
3 | 1 3 5 | None | |
4 | 1 3 5 | None | |
5 | 2 4 | None | |
6 | 1 3 5 2 4 | None | |
7 | 3 2 4 2 4 3 | None | Final Wave |
Day Z
Boss Battle
Gimmicks: Gravestones on Column 5, with C5R2 and C5R4 having Plant Food.
Minecart on Column 1.
Slider Tiles on C6R2 (up) and C6R4 (down).
Boulder Trap Tile on C4R3 (Long recharging one like in the Gondola fight).
Plants:
Zombies:
Phase 3: (Pirate Brickhead Clone)
Phase 4: (Western Brickhead Clone)
Phase 5: (Prehistoric Brickhead Clone)
Phase 6: (Lost Brickhead Clone)
Phase 8: (Medieval Brickhead Clone)
Phase 9: (Neon Brickhead Clone)
Phase 11: (Beach Brickhead Clone)
Phase 13: Every zombie can appear, and each time Zomboss spawns a zombie hoard, there will be one random from any world spawned. Upgraded zombies replace the other zombies (Ex: spawn, but not )
Zomboss Temporal Time-tron
Special: Summons Portals (Spawning only on columns 5 and 6, one at a time)
Special: Targets random plants to destroy them
Special: Cannot be stunned / be blocked from attacking.
Almanac: "After countless attempts of devising a device so sinister, Dr. Zomboss finally created what he now calls his "masterpiece," the Zomboss Temporal Time-tron. The name doesn't really roll off the tongue, but he's sticking with it.
Phase 1: Moves around and spawns Phase 1 Zombies.
Phase 2: Moves around, targets one plant at a time, spawns Phase 2 Zombies, and creates
Phase 3: Moves around, targets one plant at a time, spawns Phase 3 Zombies, and creates
Phase 4: Moves around, targets one plant at a time, spawns Phase 4 Zombies, and creates
Phase 5: Moves around, targets one plant at a time, spawns Phase 5 Zombies, and creates
Phase 6: Moves around, targets one plant at a time, spawns Phase 6 Zombies, and creates
Phase 7: Moves around, targets two plants at a time, spawns Phase 7 Zombies, and creates
Phase 8: Moves around, targets two plants at a time, spawns Phase 8 Zombies, and creates
Phase 9: Moves around, targets two plants at a time, spawns Phase 9 Zombies, and creates
Phase 10: Moves around, targets two plants at a time, spawns Phase 10 Zombies, and creates
Phase 11: Moves around, targets two plants at a time, spawns Phase 11 Zombies, and creates
Phase 12: Moves around, targets three plants at a time, spawns Phase 12 Zombies, and creates any portal
Phase 12: Moves around, targets three plants at a time, spawns Phase 13 Zombies, and creates any portal.