They already obviously put a lot of work into it, over doubling the zombotany cast with zombies/effects that are not naturally occurring, hypno zombie alone must have been a lot of work since they had to line every zombotany with every plant ID, and for hypnotized zombotanies they do not work properly in the normal game, so they had to manually change/fix that as well
So basically:instant plants,Tangle Kelps and Spikeweeds/Rocks can't get turned into Zombotanies (with the exception of Coffee Bean). If a plant gets eaten and that plant's Zombotany version exists,then they get turned into that plant. If not,then it becomes a Tall-Nut Zombie (Maybe Tangle Kelp can be transformed if it gets frozen by Ice-Shroom Zombie?)
@@goldeatbetwen6428 What's so strange about that? As far as I know,there isn't a Pumpkin Zombie in this mod,so that turning into a Tall-Nut Zombie checks out
Was bored so here are my zombotany concepts: Sunflower Zombie: periodically makes "evil" sun, each one removes 25 sun from your counter when clicked. Potato Mine Zombie: explodes and kills a plant when it comes into contact with one. Can also kill Pumpkins and Flower Pots. Can't spawn in pool. Puff-shroom: shoots bubbles or whatever those things the mushrooms shoot are. Acts like a regular Puff-shroom. Usually spawns in great quantities. Sun-shroom: acts like a Sunflower except it grows after a certain point. Scaredy-shroom: shoots bubbles and freezes plants in a 3×3 radius. Lily Pad: acts like a snorkel zombie. Other zombies can walk on it. Only spawns in pool. Threepeater: shoots peas in 3 lanes. Tangle Kelp: only spawns in pool. Acts like a potato mine. Spikeweed: eats plants at double the pace. Torchwood: faster and more durable than regular zombotanies. Lits zombie peas in fire at the cost of also buffing up plant peas. Can also negate ice peas. Sea-shroom: acts like a snorkel but can also attack when up close. Plantern: creates fog around it. Cactus: shoots spikes that destroy the first plant projectile that comes into contact. Blover: blows away all of your projectiles in screen. Pumpkin: can only spawn with a random plant inside it. The pumpkin acts like a cone/bucket. Magnet-shroom: steals a nut or pumpkin from you (They aren't made of metal but they are the closest the plant side has to it). Flower Pot: only spawns on roof levels. It always has a random zombotany over it so you'll first need to kill the flower pot or use a Cactus to get rid of the upper zombie. Coffee Bean: Always spawns alongside another zombie. It then dies and gives a speed boost to its zombie partner. Marigold: Makes evil coins, when you click on them you'll lose coins. Twin Sunflower: like a Sunflower, but makes two sun instead of one. Cattail: shoots spikes to the nearest plant. Spikerock: eats plants at triple the speed. Gold Magnet: steals your coins. Cob Cannon: after a certain point it shoots a cob at a random plant. The cob destroys all plants in a 3×3 area. Imitater: turns into a random zombie after a certain point.
Nah, the sun concept is useless. No one will click on it if it takes away sun. Sunflower zombotany exists and it heals zombies in a 3x3 radius. Potato mine zombotany also exists. It works like the plant except, it starts unarmed and after it arms a few seconds later, it's speed increases and then explodes on a plant
I wonder if it'd be easier or harder to just make the plants turn purple and start attacking/blocking your plants like the Hypno-Shroom does with zombies.
Depends on what plant is hypnotized,hypnotized puff shroom will do nothing against your plants but hypnotized wallnut will block the projectiles,or hypnotized Gatling pea will just shred up all your plants like what the Gatling pea zombie does
Some idea: Sunflower zombie and sun-shroom zombie: Minus your sun Twin-sunflower: Minus your sun a bit faster Three-peater zombie: shoot your plant with 3 lanes Torchwood zombie: When pea zombotanies shoot your plants, each pea come through it will turn into fire peas Cob-Cannon Zombie: in a certain moment, it will target your plant randomly Scaredy-Shroom Zombie: immobilize your plants if it comes close (3x3) Magnet Zombie: Give randomly zombie bucket or screendoor in a certain moment *Update: Combo: When Ice-shroom zombie freezes all plants on the field, hypno-shroom zombie can turn squash, cherry bomb,... into squash zombie, cherry bomb zombie,...
These are good ideas, another thought I would have is torchwood zombie having health somewhere between a conehead and a bucket zombie, and to be slightly faster than a normal zombie, since it's designed to be up front.
How will you balance that out though, it's a neat idea but the dude who makes this mod will need to figure out and work on the game for that to happen.
@@noobie1301 it’s already mod except the sun flower his on your sun flower spawns sun flower zombie and eats other zombies but i definitely think it should be zombotany it would be fun.
my idea would be Sunflower Zombie, Sun-Shroom Zombie & Twin Sunflower Zombie steals unclicked sun, while Marigold Zombie steals unclicked coins or diamonds, Gold Magnet Zombie steals coins & diamonds like Marigold Zombie, Potato-Mine Zombie will explode the first plant it encounters, but the message "SPUDOW" will still show up, Blover Zombie blows away projectiles, Split-Pea Zombie shoots 1 pea at of plants, 2 peas at plants behind Split-Pea Zombie, Pumpkin Zombie protects weaker Zombotanies, Cattail Zombie shoots spikes everywhere, attacking the nearest plant if closer at 3x3 & Coffee Bean Zombie powers up Zombotanies attacks or increases attack speed of Zombotanies.........
My concepts: Sunflower: steals 25 sun twice as fast a normal sunflower produces Twin sunflower: Sunflower zombatony, but twice as much health and steals twice as fast Sun-shroom: starts as a regular Big Trouble Little Zombie that steals sun and cant be hit by straight shooters, and by the time it reaches the middle of the lawn without speed effects, it grows to a normal zombie, acting almost identical to a sunflower zombotany that steals sun less fast, but it heals all its health when it grows Pumpkin: makes any zombie hit in a 3x3 area not take the damage, and instead it takes the damage Potato mine: Starts underground, going towards your plants at the speed of a miner, only hittable by lobbers in this state, but cannot do damage until eventually coming out of the ground. When it does this, it will explode first plant it comes in contact with, killing both it and the plant. Lily Pad: snorkel zombie, but it picks up any zombies it comes across in the pool and takes them along until lily zombotany dies, giving the zombies it picked up back into the pool and normal speed. Puff-shroom: shoots at the same range as puff-shroom normally, but instead of doing 1/2 damage projectiles like other zombotanies, it does the same damage as a normal puff. Scaredy-shroom: peashooter zombotany, but when a projectile is near is stops in place for a few seconds, hiding, unable to be hit for 5 seconds before coming out and it cant hide again for 2 pea hits. Lobbers can hit it while hiding, but it has double health while hiding. Cattail: ducky tube zombie, but has cattails attack. Threepeater: shoots zombotany peas in 3 lanes. Tangle Kelp: snorkel zombie, but when it reaches a plant, it kills the plant and itself instantly Torchwood: faster basic zombie that doubles the damage of both zombotany peas and plant peas when they go through it. Cannot be hit by plant peas unless they are already on fire. Plantern: creates fog in a 3x3 area around it Blover: pushes the nearest plant in its lane 1 tile back and gets rid of all projectiles on screen when its "fuse" runs out, if the plant has no room to go back it dies Sea-shroom: snorkel zombie, but when a plant is in shooting distance, it peaks out of the water and slows down to shoot Cob-cannon: when it uses its attack, it mark a target on one of your plants, before shooting around 10 seconds later if not killed. After a shot, it cannot shoot again for 30-45 seconds. The chance of it shooting is 1.5x as likely as a garg throwing an imp Flower pot: will grow a zombotany, if the zombotany fully grows it will spawn after the Pot zombotany dies. If the pot zombotany dies before the plant grows, nothing will happen. Cactus: shoots spikes that destroy any projectile it hits along with itself. Otherwise, its pretty much a peashooter zombotany. Spikeweed: travels underground slowly until it reaches a plant, doing damage until the plant dies. After the plant dies, the spikeweed zombotany comes up from the ground for a few seconds before going back in the ground to repeat the process. Spikrock: spikeweed zombotany with more health. Coffee bean: makes all zombies in a 3x3 area attack twice as fast, but if the zombies dont have an attack, it will double their speed instead
It would be funny to see the Mimic act like a weak version of zombie-Hypno-shroom, whatever it bites into will start to become that same plant, without turning it a zombie. Or for alternatives, just become the plant that's in front of them OR become a random zombie if not killed quickly.
wouldve been cooler if the hypno zombie hypnotised one of your plants, turning the hypnotised plant against the other plants in its lane and starts attacking them for a short period of time before returning to normal.
Hypno Zombotany turns the plant it eats into its zombotany version. The hypno dies after eating 1 plant. If the plant it eats does not have a zombotany version, the plant will instead become a tall nut zombotany.
I love this zombie, but I highly dislike that it turns incompatible zombies into tall nut zombies instead of nothing, it removes some of the counter play.
a missed opportunity for hypno would've been to make the plants on their side, but be able to be converted by a hypno shroom again. What I'm saying is: The plant which gets hypnotized gets reversed. It will now take damage from other plants and will damage other plants (depending on ability.) Example: Peashooter gets hypnotized. It gets flipped and shoots peas and the closest plant it's facing at. It works as a wall. Catapult plants will attack it. Example 2: Wall/tall nut gets hypnotized. It gets flipped and will work as a wall to protect the zombies. Catapult plants will skip over it.
Know to fair zombotanies use ducky tubes to appear in water instead of beaing on a lily pad zombies which can float and it is too short to get hit by straight projectiles from plants
Oh! I think if Hypno zombie eat plant about zombie have anyzombotany from but if other plant will turn to tall nut zombie Now have a zombotany from is Day:Peahooter,Snowpea,Chomper,Repeater Night:Fume shroom,Hypno Shroom,Ice Shroom,Doom Shroom,Gloom Shroom,Grave buster Pool:Squash,Jalapeno,Tall nut Fog:Starfruit Roof:Cabbage pult,Kernel pult,Melon pult,Winter melon pult,Garlic,Umbrella leaf
@@SamenPvz i did. I wish u can somewhat make a mod out of it. Where Hypno Shroom can somehow hypnotize all the mushrooms and other plants. At least to u know give a bit of a challenge
I have an idea for puff and sea shroom, besides having them get their respective projectiles perhaps they could either be imps or little zombies from big trouble, little zombies.
Faltó que pongas que pasaria si un zombi hipnoseta come una hipnoseta y luego ese zombi hipnoseta toca a un zombi hipnoseta enemigo xd porque en el vídeo lo pusiste con un zombi nuez y pues se transformó en un zombi nuez aliado