Board Thread:Plants vs. Zombies 2/@comment-5760976-20150807123920/@comment-5000564-20150809144329

BIGGEST SPOILER ALERT EVER! (just for the guys/gurls who don't want to be spoiled.\

NMT 3 is a bit longer, and we have the unspecified jam at the start again (I think all levels do, so I will not specify it anymore), but after a 1/4 of the waves it changes to punk...and stays like it. It looks like a challenging level.

NMT 4's jam changes to punk after just two waves, and has a lot of punkers on the lawn, until up to the half of the level, when it changes to pop until the final 3 waves when we got punk on again.

NMT 5 is a SOS, but it doesn't have phatbeets in frontof wallnuts like someone (1Zulu I think) said. It's "objclass": "ProtectThePlantChallengeProperties",'            "objdata": {'                "MustProtectCount": 4,'                "Plants": ['                    {'                        "GridX": 5,'                        "GridY": 0,'                        "PlantType": "wallnut"'                    },'                    {'                        "GridX": 5,'                        "GridY": 4,'                        "PlantType": "wallnut"'                    },'                    {'                        "GridX": 6,'                        "GridY": 1,'                        "PlantType": "phatbeet"'                    },'                    {'                        "GridX": 6,'                        "GridY": 3,'                        "PlantType": "phatbeet"'                    }'                ]             }'which should plce them like this:'- - - - - WN   -  - -'- - - - -   -   PB - -'- - - - -   -    -   -  -'- - - - -    -  PB - -'- - - - - WN -    -  -Which looks challenging enough. But no, let's bring the punkers and their jam in the 3rd wave. To stay. And considering that Phatbeet's not a defensive (according to the code we have), it looks hard.