IMPORTANT: The download link for the mod was taken down from RUclips because of piracy issues and the creator has received a strike on their channel for posting a pirated copy of PvZ1. Unfortunately, you won't be able to download the mod anymore.
Love how the mod explores new concepts of minigames and adventure rework but without ignoring what the game has already established, similar to Reflourished.
12:17 dude, the first ever roof level I played in pvz, I picked cactus as my secondary shooter because I thought it would grow upward and shoot past the slope. This is everything I ever wanted.
"Plants Vs. Zombies 2. A grindy, greedy, unbalanced game and a disappointing sequel to a masterpiece. What if there was a PvZ 2 with balanced Plants & Zombies, no repetitiveness and no microtransactions? Look no further than this mod by Goodpea2!" *Proceeds to get Eclise cancelled
@@TheToastBunnyProductionsTook me some days but I finally finished it. Not gonna lie, the worst level in the first adventure. I'm scared of it when I reach it on the second. 💀
Sun meta change was controversial because most tier III plants were still being in demand due high hp pools and forcing sun producers in extreme demand for plant slots. Maybe a good change/Maybe a bad change. Locking tiering of certain plants previously available in older versions? Mini plants and its absolutely horrendous balance? The mint system and how absurdly awdul it is? Not properly balancing easy mode in a significant way since its release? Not being able to change tiers in mini plants? The horrendous grind for mini plants? The god awful drops of performance in newer versions? Older Eclise was superior and Reflourished/Nightcast/Alterverz is actually improving unlike the new butchered regurgitated stuff goodpea2 shoves down our collective throats
@@eavyeavy2864 neh I'm actually happy because there is no other game made like Plants. VS. Zombies 1 and Pvz 1 stands out as an iconic and beloved game for several compelling reasons. Its unique blend of strategy and humor makes it a timeless classic. The game's simple yet addictive premise, defending your home from a zombie apocalypse using an arsenal of witty and charming plants, captures players' hearts. The diverse range of plants with distinct abilities allows for endless strategic possibilities, keeping the gameplay fresh and engaging. The game's humor and quirky character design add an element of fun and lightheartedness to the zombie-themed adventure. Its well-paced progression and the gradual introduction of new plants and challenges keep players hooked for hours on end. All these elements combined make Plants vs. Zombies 1 a truly outstanding game that continues to enchant players of all ages.
Modding is pretty much always the saving grace. PvZ modding kind of exploded out of no where when Eclise got popular. Could have just been a one hit wonder but I'm glad it wasn't.
Finally, this is the kind of mod I’ve been looking for. Every other mod I’ve seen that increases the difficulty turns the game into an RNG horde spam fest, which I feel is basically artificial difficulty, as you can repeat the same strategy over and over and fail every time even though you’re playing it as optimally as possible. This mod seems to make the game difficult in a fair way, which makes me definitely want to try it out
Bro a few Months ago when I started to watch RCCH's Brutal Mode Series I ended up thinking of an Idea for what a Good PvZ Expansion Mod would be like, with a 6th World as Night Roof, Plants Buffs and Nerfs and New Zombies and Minigames and Slightly Increasing the Difficulty. I knew my Concepts and Ideas would never become real until one day I literally woke up, opened RUclips, saw susstew's video and I literally freaked out, this was literally exactly my Dream Mod. I ended up Downloading it in a Heart Beat, finished the Adventure Mode in 3 Days and I gotta say, this Mod is 10/10.
Personally found out about this Expansion through Matt's Video, and got the encouragment to play this because of RCCH. A blind playthrough of this mod was the most fun experience I have had playing the Original PvZ game, especially knowing how after 6 hours of gameplay on normal mode, I beat 6-9 with a satisfying smile. Best mod Ever.
Played this on the normal mode a while ago, it's pretty good but yeah 6-9 and a couple of the minigames needed tweaking (Particularly Column Like You See 'Em, Invisi-Ghoul, and Wal-Nut Bowling 3)
I found it funny how Wall-Nut Bowling 4 was easier than Wall-Nut Bowling 3, to the point where I just used a WNB4 save file to beat WNB3. Giant Wall-Nut's kinda OP if you ask me. [Edit here, re-reading this comment and... I don't remember 6-9 being that bad, honestly. I don't remember what strategy I used, but a ton of Magnets, Blovers, and either Melons or Starfruits were probably what I ended up using on it. On a different note, 5-10.]
I honestly wish there was a easy mode that nerfed some of the mini games and 6-9 or atleast make it possible without 9 seed slots because the mod would probably be my favorite mod ever tbh (although that’s probably just a skill issue of mine)
After watching this entire video, I can clearly say Sus Stew used a good brain to balance, extend the game and make it more fun. Brilliant job, Susstew!
@@BK0660 Doom shroom? Are you talking about that nuke which destroys the entire wave in 1 hit? Are you talling about that nuke which also CAN be imitated? Well, rip for that ig. Also sun production is ez in pvz
Rcch: vanilla 5-9 failed as a penultimate level. Me, who did not buy roof cleaners, and almost lost at 5-9 to an imp: hmm, idk about that. All jokes aside, this vid is amazing.
Well, to answer an early question, I think that PVZ1 took a while to get those mods because it's just a more stable game on its own lol Wow all these Zombotanies are cool but Hypno Shroom especially! Icesodded is so clever! 11:07 Yay, BMC music!
Not only that, but even old games back in the 90s get updates, like Doom which is an FPS game made by ID Software back in 1993. For Doom, it had 3 episodes: Knee deep in the dead, Shores of Hell, and Inferno. The episodes contain 8 normal levels (plus 1 secret level) each, giving a total of 27 levels in total. In 1995, The Ultimate Doom was released which added lots of changes but remains faithful to the original Doom and introduced episode 4: Thy Flesh Consumed, which contains an extra 9 levels in total, following the same format of Doom's episodic system. Then by 2019 and 2024, respectively, John Romero who was a former developer at ID Software's created Sigil and Sigil 2, making classic style Doom levels, but harder and with new gimmicks. Then we got Doom 2 released in 1994, which used the same Doom engine as the original Doom, but added new things not found in Doom, like a new weapon called the super shotgun, new enemies such as the Arch-vile, Revenant, and Mancubus, and a lot more. Instead of having a traditional episode format, instead it's one continuous episode of 30 levels, 1 secret level, and 1 super secret level, giving us 32 episodes in total. Then there was Master Levels of Doom 2, which was released shortly after, where each level comes in a wad file, forcing you to pistol start each of them, with various authors outside of ID Software like Tim Willitz, Dr. Sleep, and Cranium. Then by 1996, there are 2 expansion campaigns called TNT: Evilution and the Plutonia Experiment, made by Team TNT and the Casali Bros, respectively. They're based on the original Doom 2, which gives them 32 levels each. Then when the Xbox release of Doom 3 came out, there was a Collector's Edition of Doom 3 which contained Doom and Doom 2, they gained 1 extra level each E1M10: Sewers and map 33: Betray, which were levels made by the publisher of Doom 3 on Vicarious Visions. Then when the late 2000s appeared, there was a brand new expansion for Doom 2, called "No Rest for the Living" which is the length of one Doom episode, but the maps are bigger. If a game as old as Doom can have so many levels, challenges, and what not, PvZ should have them, too, instead of working on mindless cashgrabs.
I saw the Last Stand gameplay here in this mod and the zombie selection were a lot harder now. I saw that Dancing and Pogo zombies now make an appearance. Also the zombotany levels are a lot more difficult now. I saw that the Grave Buster zombie can now destroy plants when it touches and replaces them with a grave. Edit: few things to note, the Fog stage has some levels more challenging. Level 4-2 has the addition of Pole Vaulting Zombies, Level 4-4 has the addition of Buckethead Zombies, Level 4-7 has the addition of Snorkel Zombie, and Level 4-9 has the addition of both Jack and Digger Zombies.
don't forget Football Zombies in 2-9, Newspaper Zombies in 2-10, Dancing Zombies in 3-4, Screen-Door Zombies in 3-7 (replaces Buckethead Zombies), Snorkel Zombies in 3-9, Buckethead Zombies & Jack-in-the-Box Zombies in 5-4 & Football Zombies in 5-9
17:38 I feel like this was intentional. I would recommend Creeps20’s PvZ2 Garg video, as it covers how having fewer weak zombies in exchange for more strong ones just encourages the player to strategize less, instead leading to the player to simply bring more instas. Obviously PvZ1 and PvZ2 are very different games, but they’re still Tower Defence games with essentially the same gameplay loop. Like, why bring a setup that takes a while to get started and needs constant management and support when you can just Cherry Bomb Squash Potato Mine Jalapeño repeat?
This mod looks like an amazing update to the original game, though I do wish limitations like the hard limit on the amount of plants in the game could be broken so world 6 could’ve introduced new plants, or just port some from one of the Chinese PvZ1 spinoffs if they couldn’t make new graphics for them
@@DamageMaximo well I believe "BRUTALMODEEEXPLUS" added a nother page with new plants sure they aren't reskins just color changes and they look weird in the seed select they are functional tho but I don't have much pvz1 modding knowlage so many that's just weird stuff and your right
One of the issue of this mod is the fact that people might think it is too difficult due to bad skill (trust me, this is more common than you think), and because sun producers are practically required to be put in the front, however not everyone knows that, and people who did not know could be extremely struggling and I think that telling players to put attackers at the back is almost required.
ECLISE and Reflourished are household names of PvZ mods, changing the ways of PvZ2’s grindy and uninspiring gameplay. While those mods have in fact been successful in revamping and adding onto PvZ2, why have there not been similar mods made for PvZ1 that extend and improve its gameplay? This is PvZ Expansion (Remastered) Mod.
im glad this mod has gotten ur attention this is one of the greatest pvz 1 mod its not so hard but you arent beating it easily aswell the plant balances and zombie balance more minigames which are actually fun i have never seen a mod this fun this mod is honestly is hard to top tbh
20:35 I didn't realize that football zombies appear the level it was sooooo easy with JUST FUME-SHROOMS. Fun fact: In daytime hypno-shroom can still be used without coffeebean and I think that makes more sense cuz why would it need to be waken up if when zombies eat it get converted?
The implication that PopCap somehow did something wrong or foolish by not updating or adding a DLC is so stupid. It's a finished game that was made during a time when constantly updating your games wasn't the norm. They had absolutely no obligation to fix what wasn't broken, or even what was slightly broken.
DLC was already a pretty normal thing at the time of PVZ's release, consistent updating was a norm because of games like Team Fortress 2 and Warcraft so it wouldn't have been unreasonable for popcap to make a smaller sequel/expansion to the game similar to how they did Peggle Nights or Peggle Extreme, which I wish they did since PVZ1 was lightning in a bottle
I think the mod just forces you to play a certain way, just like in the second PVZ where some plants are pretty much required to win. And to me it also just seems like a normal zombie-spam mod. The thing that I like most about PVZ is how casual it is. You can still have a difficulty increase, but just spamming more and tougher zombies doesn't equal more fun.
Yeah i immedalitely realized that. in some night levels its impossible without chomper or hypno shroom, like i got 4 football zombies on a final wave once what the hell?
case and point, i've spammed fume shrooms for 8 levels in a row and now 6-9 is kicking my butt hard because fume is good and everything around it got nerfed. also those stupid space ogres ruining everything.
>"it has more content therfore it is GOOD" it highly limits your plant selection, 90% of the attackers your always gonna use are snow pea, melon-pult, fume-shroom and starfruit also the difficulty is poorly handled because increasing the zombie density with the player barely even getting time to set up their sun ecconomy (seriously wtf they did to the sun mechanics)
Ive been loving this mod so far as a fairly casual player, but i dont know where else to ask, how do you beat 5-7? i cannot figure it out after 7 tries now. I need pots and sunflowers obviously, potato mines so i dont run out of sun by the first flag, then umbrella plants for the bungees and catapults, pumpkin for the hordes, and magnet shrooms for the ladders, then of course coffee bean, and with that you might as well get fume shroom for your dps because the pults just arent enough anyway, and with that ive got 8/9 slots. But its just not enough? either i focus too much on the magnets and pumpkins and bungees + catapults ruin me or i grt the umbrella leafs early and i dont have enough magnets and dps to handle the ladders + horde and every time i get close i get 3 ladder zombies in one lane or bungie zombies behind my defense before i can get unbrellas and i dont know what do :( For the last slot ive tried using cherry bomb, gloom shroom, ice shroom, but its never enough. My last strategy was to try garlic in place of the magnets, with gloom shroom, but nope, ladders get placed on garlic in this mod, which leaves me out of ideas. And please dont tell me to just get another seed slot, i really dont wanna have to grind the few mini games/puzzles i have for hours just to beat adventure mode.
Not sure if you still care, but you can beat the level relatively easily by using starfruit and garlic. Basically choose sunflower, flower pot, starfruit, garlic, potato mine, squash and pumpkin (you can choose whatever you want for the rest of the seed slots if you have some to spare). Place your garlics on the 3rd to last column and in lanes 1,3 and 5. Then place starfruit behind them in an 'E' shape and protect them using pumpkins. Replace your garlics when ladder zombie use their ladders on them. That's how i beat it.
My only issue with it is why aren't Jalapeños sped up on the recharge? Like that as a one tricked explosive that's supposed to deal with the Zombroni or Dr. Zomboss. I don't wanna hear the argument that it's an explosive because while yes it is an explosive, the only other explosive that's supposed to help with specific zombies like Zomboss is the Ice Shroom, but that's it, the Jalapeño should have a quicker recharge if the mod is gonna toss the one threat that can't simply be tossed aside like fodder. Otherwise, I love this mod, and I would hope the developers would consider putting it into the actual game, for mobile too
The data is not on the mod, it's on the computer. PvZ exists globally, what mod runs depend on what .exe you opened. You can have 5 mods and vanila in different save files at the same time.
There's something that every mods are missing... adding new plants that do not replace existing plants. was it really hard since you had to implement a scroll button or next page button? or is it because it felt unnecessary?
I mean, it might just be really hard to actually pull off. They could just move and resize some stuff to fit the seed packets into the Choose Your Seeds menu and the Almanac though. And I do think I remember seeing completely new and additional plant seed packets added into the game in mods before, so actually implementing new plants might be possible.
i tried modding and i think the code actually prevents you from going up a certain number of plants or the game would crash. i think its more of an engine problem and not poor coding, though im not sure. so basically the entire code there would probably need to be remade
Can't say I'm as impressed with this mod as I would've hoped I'd be. The changes for the most part are interesting, however the difficulty curve is more like a difficulty rollercoaster. A rollercoaster that crashes off a cliff into the fiery pits of hell by the time you get to 6-9. Genuinely tell me what the solution for a level with -Gargantuar -Giga Gargantuar -Football Zombie -GIGA Football Zombie -Bungie Jumpers -Screendoor Buckethead Zombies -ZOMBONI -CATAPULT ZOMBIES -Trash Can Zombies And pole vaulting zombies ON THE SAME LEVEL Is supposed to be. Because no amount of spam of offensive plants can deal with that sheer amount of garbage being tossed at you. And I should know because I've been on that same level for a week of off and on attempts. Are human beings actually meant to beat this? because I have my doubts.
I managed to beat it mowerless 1st try with: Sun Shroom Flower Pot Puff Shroom Starfruit Melon Pult Ice Shroom Doom Shroom Cherry Bomb Squash I think switching Melon Pult for Sunflower, Snow Pea, Pumpkin or Jalapeno would make better strategies than mine.
Y'know what? That sounds crazy. It sounds like the most unconventional setup of plants I'd've ever used on a level in a PvZ game. It almost sounds crazy enough to work. God I hope it does.@@HugoFilho.
Tell me about it, I've been running the same setup as the person that first replied to you for hours and even with 4 rows of sun shrooms I can't build up enough sun to build a defence nevermind waiting for the cooldowns on instakills
I have my own strategy, tho i don't exactly remember it anymore. Sun-Shroom Flower Pot Puff-Shroom Melon Pult Pumpkin Hypno Shroom Umbrella Leaf Squash Potato Mine The goal is to make sure to survive until the final wave or, at best, make sure all lawnmowers are intact to use them all for the final wave. Hypno Shroom is for Giga Footballs, Umbrella Leaves are self explanatory, Potato are for the following: normal Footballs, normal Bucketheads, Buckethead Screendoors, Zombonis if possible, Melon Pults are for main offense, Giga Gargs spawn until very last wave, so don't worry, and IMMIDIATELY check the zombies once the next wave begins. Attentiveness, timing, and choosing which is more beneficial is important. Beat it in about 10-20 tries, but not because of PvZ skill, but because of general tower defense knowledge that i just mentally imported and exported.
Anyone that has ever played any version of plants vs zombies and has also played the DS version. Did you notice that on the DS version in world 5 you can plant peashooters on the 4th column and further but on any other version you can only plant peashooters on the 5th column and further.
This is an amazing mod, my only complaint is that the Scaredy-shroom nerf seems really unnecessary but that's really minor in the grand scheme of things.
RCCH may have already known this or not, but somehow I noticed he didn't mention the Butter damage nerf......... he also didn't notice about the other parts of Sun-Shroom's nerf at 13:54 being produces sun very slowly and grows large after a lot of suns for a long time instead of just 5 small suns in a few minutes.....
As fun as the mod is, i found a bunch of flaws, that being some of the conveyor belt mini-games. Not sure if unlocking the new content is the same as unlocking the Limbo page in vanilla, but the conveyor belt levels become rng bullshit. You cannot survive too much Football zombies with only Melon Pults and a barely effective Magnet Shroom. Peashooters and Kernel-Pults are not enough to defend against Zombonis in Invisi-Ghoul, making you rely on Squash RNG. And Raining Seeds is just... well, rng. But, because of the increased zombie waves, getting a good early game alone is bullshit. I am gatekeeped from continuing the vanilla mini-games because of those levels alone. I tried, and even in Vanilla, Column Like You See 'Em is merely just spam anyways with no strategy developed, because it is unrealistic to defend massive hordes using only 2 columns of Melon Pult.
The minigames bit is good and all, some extra ones should be added. Smth like Football Frenzy (Pogo Party but with Football Zombies and they have more HP (Black Football Zombies can appear and have 4x as much HP as regular ones.)
FUN FACT: the older versions of this mod didnt do a reflourished on all of the plants but i guess sus stew (the mod creator) thought that if winter mellon dosnt cost 700 sun then he'll stop updating the mod or somthing so you gotta live with the 500 sun gloom shroom and stuff like that (at least threepeater costs 25 sun less than in the orginal)
nerfing plants that dominate so hard like winter and gloom is fair imo. 2 winters is enough to beat nearly every level in the game and gloom shroom is stupid good against hordes
@@cinnamoone3553 It may be late to reply but fume shroom should be nerf to cost 100-125 than winter melon pult and gloom shroom. more 200 sun is too overprice. I think 100 more sun (and more recharge time?)should be enough because these two in adventure both of them seems unplayable you need one more slot and you just need a few anyway and adventure mode only give you a limited short time to build you defense unlike endless night.
An awesome remastered. Actually really tough, making you adapt and rely so much more on strategy. Ironically, the zombies have alot of brains in this regard, haha.
Uhh, how do I know that I'm in Hard Mode? I see your gameplay in 6-9 yet there is no 3 random seed slot. I'm on my 2nd adventure, so does that mean I'm on hard mode or still on normal mode but with 3 random seeds? I'm confused...?
This looks amazing, I like everything about it but I think that winter melon and gloom shroom should probably not cost 200 more sun, gloom shroom because it takes three seed slots just to use it in the day and is expensive because of that, and winter melon because it already costs 500 sun total when adding it to melonpult
They are stupidly overpowered in vanila (except cob, it's only for endless, but you have infinite sun anyways) and even after the nerf they are still op
counter point: gloom costing 450 at night (475 in night roof) completely kills its utility. with that and all the other nerfs that make night a literal nightmare, fume becomes the best plant in the game by far, at least for adventure.
Hello! I am currently playing the 1.0.11 version of this mod. I can't seem to find the mini-game pages at the minigame section. Should I get the golden trophy first? Or the pages should appear after completing the adventure. Answers would be appreciated!
I really do like this mod and had fun playing it. The problem is me since I have a major skill issue. Major one. But this mod is fun and probably the best way to play PvZ 1 with all the content and more
IMPORTANT: The download link for the mod was taken down from RUclips because of piracy issues and the creator has received a strike on their channel for posting a pirated copy of PvZ1. Unfortunately, you won't be able to download the mod anymore.
Ok
we'll maybe have to wait another 10 months for them but we will
Ooo
can i get shout out please
@@shadyhead do a pvz2 series like record all of the game play of you playing it
Love how the mod explores new concepts of minigames and adventure rework but without ignoring what the game has already established, similar to Reflourished.
Agreed
and then there's just amogus
@@vickarooniiso out of pocket true
@@gaming1zanagi-1999 best amongus
I personally prefer dlc since there are no nerfs made in the easy mode.
12:17 dude, the first ever roof level I played in pvz, I picked cactus as my secondary shooter because I thought it would grow upward and shoot past the slope. This is everything I ever wanted.
Same tho
I think that's what we all thought would happen when we were kids
@@DamageMaximo like why are there only 3 roof specific plants? Fr cabbage is useless In non roof levels
@@memoman_yt ...roof survival? (Unless balloons cant spawn in roof
@@memoman_ythow the hell does that not make sense???
im not tryna insult you, but i swear youre genuinely stupid
I'm actually so happy there's a Zomboss choose your seeds level, I always felt like the final boss using a mini game format was kinda strange
I suppose that was so the plqyer could know how to disable thr balls of fire and ice
@@sileudies they could have also pre picked jalapeno and ice shroom
@@AdaTheWatcher true
@@AdaTheWatcher recharge time
@mr.explodey6745 every tenth level was an Ultimate Battle which used the conveyor. It makes sense
PVZ Vanilla Gold Sunflower: 😊
PVZ Remastered Gold Sunflower: 💀
"Plants Vs. Zombies 2. A grindy, greedy, unbalanced game and a disappointing sequel to a masterpiece. What if there was a PvZ 2 with balanced Plants & Zombies, no repetitiveness and no microtransactions? Look no further than this mod by Goodpea2!"
*Proceeds to get Eclise cancelled
Famous last words
Eclipses biggest problem was that it very heavily limited strategies you did when it introduced a plant which imo just felt unnecessary
Yeah, I’ve been absolutely loving reflouished though it is so refreshing, as well as this mod
@@board-qu9iu The fun thing is that very often that plant wasn´t the best option
and the fact that goodpea2 was trying to monetize the mod@@board-qu9iu
When RCHH, the player who has beaten Brutal Mode/EX/EX+ says that the mod is extremely tough, then it is.
I couldn't for the life of me beat 5-10, i legit uninstalled the whole mod because of it
@@TheToastBunnyProductions I can't beat 4-2
@@krevetkapepik I'm not joking, I can't beat 4-2
@@TheToastBunnyProductionsTook me some days but I finally finished it. Not gonna lie, the worst level in the first adventure. I'm scared of it when I reach it on the second. 💀
@@colgateknowswhereyoulive4812 4-2 was hard but it's nowhere even close to the atrocity that is 4-9, i've been stuck on it for like a solid 2 months
pvz2 should’ve never dropped the art style it’s so charming
It's charming yet much worse than in PvZ 2
@@AlexMechEmperorhow come?
just cause it's cuter and has more frames doesn't mean it's better
I personally think the first one just feels nicer
Yeah, and especially the PS3 port just showed how the franchise could evolve it and it REALLY aged so well.
yeah and ever since they obviously changed the art team, it just kinda looks like a still face being lazily mushed around
The eclise sun producer change has always been a change I've loved.
What was the change again
@@Dylan781 Double cost, double production, eclise had double cooldown, don't know about this one.
Sun meta change was controversial because most tier III plants were still being in demand due high hp pools and forcing sun producers in extreme demand for plant slots. Maybe a good change/Maybe a bad change.
Locking tiering of certain plants previously available in older versions?
Mini plants and its absolutely horrendous balance?
The mint system and how absurdly awdul it is?
Not properly balancing easy mode in a significant way since its release?
Not being able to change tiers in mini plants?
The horrendous grind for mini plants?
The god awful drops of performance in newer versions?
Older Eclise was superior and Reflourished/Nightcast/Alterverz is actually improving unlike the new butchered regurgitated stuff goodpea2 shoves down our collective throats
@@imtoolazyforaprofilepic4961 Well, GoodPea2 isn't very likely to do that anymore as he left the game, too much polemics huh
Seeing this game still be this active and alive makes me genuinely happy
Not like I’ve seen this kinda comment a billion times
@@timeslice 🙄
@@fireandlava2266 comment like yours is disgenuine
@@eavyeavy2864 neh I'm actually happy because there is no other game made like Plants. VS. Zombies 1 and Pvz 1 stands out as an iconic and beloved game for several compelling reasons. Its unique blend of strategy and humor makes it a timeless classic. The game's simple yet addictive premise, defending your home from a zombie apocalypse using an arsenal of witty and charming plants, captures players' hearts. The diverse range of plants with distinct abilities allows for endless strategic possibilities, keeping the gameplay fresh and engaging. The game's humor and quirky character design add an element of fun and lightheartedness to the zombie-themed adventure. Its well-paced progression and the gradual introduction of new plants and challenges keep players hooked for hours on end. All these elements combined make Plants vs. Zombies 1 a truly outstanding game that continues to enchant players of all ages.
Modding is pretty much always the saving grace. PvZ modding kind of exploded out of no where when Eclise got popular. Could have just been a one hit wonder but I'm glad it wasn't.
Finally, this is the kind of mod I’ve been looking for. Every other mod I’ve seen that increases the difficulty turns the game into an RNG horde spam fest, which I feel is basically artificial difficulty, as you can repeat the same strategy over and over and fail every time even though you’re playing it as optimally as possible. This mod seems to make the game difficult in a fair way, which makes me definitely want to try it out
beta / ex are almost entirely skill-based, at least before world 6
@@petrikhorrEven world 6 for Brutal Mode. I actually beat everything without losing lawnmowers except 6-6
Bro a few Months ago when I started to watch RCCH's Brutal Mode Series I ended up thinking of an Idea for what a Good PvZ Expansion Mod would be like, with a 6th World as Night Roof, Plants Buffs and Nerfs and New Zombies and Minigames and Slightly Increasing the Difficulty. I knew my Concepts and Ideas would never become real until one day I literally woke up, opened RUclips, saw susstew's video and I literally freaked out, this was literally exactly my Dream Mod. I ended up Downloading it in a Heart Beat, finished the Adventure Mode in 3 Days and I gotta say, this Mod is 10/10.
Honestly same but a lot of my ideas ended up differing from what this mod did. This mod did better.
Personally found out about this Expansion through Matt's Video, and got the encouragment to play this because of RCCH. A blind playthrough of this mod was the most fun experience I have had playing the Original PvZ game, especially knowing how after 6 hours of gameplay on normal mode, I beat 6-9 with a satisfying smile. Best mod Ever.
I love how comprehensive and objective you analyzed this mod, it looks really intense, gonna go try it, good efforts!
PvZ one made the original NFTs with zombatars, you can't convince me otherwise.
I 100% will download this mod, it sold me at "zombotany survival".
Played this on the normal mode a while ago, it's pretty good but yeah 6-9 and a couple of the minigames needed tweaking (Particularly Column Like You See 'Em, Invisi-Ghoul, and Wal-Nut Bowling 3)
Nah bro invisi-ghoul 2 is way harder than 1
I found it funny how Wall-Nut Bowling 4 was easier than Wall-Nut Bowling 3, to the point where I just used a WNB4 save file to beat WNB3. Giant Wall-Nut's kinda OP if you ask me.
[Edit here, re-reading this comment and... I don't remember 6-9 being that bad, honestly. I don't remember what strategy I used, but a ton of Magnets, Blovers, and either Melons or Starfruits were probably what I ended up using on it. On a different note, 5-10.]
@@BK0660 Absolutely not, you have no control over what plants you get in Invisi-Ghoul 1
I honestly wish there was a easy mode that nerfed some of the mini games and 6-9 or atleast make it possible without 9 seed slots because the mod would probably be my favorite mod ever tbh (although that’s probably just a skill issue of mine)
After watching this entire video, I can clearly say Sus Stew used a good brain to balance, extend the game and make it more fun. Brilliant job, Susstew!
Yea but 400 sun doom shroom that still does a crater that lasts for the end of time and beyond is...
@@BK0660 Doom shroom was OP af, it deserved that
@@BK0660deserved objectively
@@BK0660 Doom shroom? Are you talking about that nuke which destroys the entire wave in 1 hit? Are you talling about that nuke which also CAN be imitated? Well, rip for that ig. Also sun production is ez in pvz
Brain!? Where!? I need it for... for not zombie related purposes.
So basically, Coffee Bean here is a concept of how Plant Food works
Rcch: vanilla 5-9 failed as a penultimate level.
Me, who did not buy roof cleaners, and almost lost at 5-9 to an imp: hmm, idk about that.
All jokes aside, this vid is amazing.
I beat the final level second try with no roof cleaners on my phone honestly.
Well, to answer an early question, I think that PVZ1 took a while to get those mods because it's just a more stable game on its own lol
Wow all these Zombotanies are cool but Hypno Shroom especially!
Icesodded is so clever!
11:07 Yay, BMC music!
I really liked the new mechanic for the coffee bean, i think pvz2 team should do this if they add coffee bean in the game
They should have only that mechanic because mushrooms don't sleep during day due to they traveling time
NO just no
@@BK0660why
@@Amirabas8679 i know, but this new mechanic could be very useful in a lot of situations
Would collide with plant food.
Then again, pvz2 sucks at balancing after they introduced mints and heatseeker
Not only that, but even old games back in the 90s get updates, like Doom which is an FPS game made by ID Software back in 1993. For Doom, it had 3 episodes: Knee deep in the dead, Shores of Hell, and Inferno. The episodes contain 8 normal levels (plus 1 secret level) each, giving a total of 27 levels in total. In 1995, The Ultimate Doom was released which added lots of changes but remains faithful to the original Doom and introduced episode 4: Thy Flesh Consumed, which contains an extra 9 levels in total, following the same format of Doom's episodic system. Then by 2019 and 2024, respectively, John Romero who was a former developer at ID Software's created Sigil and Sigil 2, making classic style Doom levels, but harder and with new gimmicks. Then we got Doom 2 released in 1994, which used the same Doom engine as the original Doom, but added new things not found in Doom, like a new weapon called the super shotgun, new enemies such as the Arch-vile, Revenant, and Mancubus, and a lot more. Instead of having a traditional episode format, instead it's one continuous episode of 30 levels, 1 secret level, and 1 super secret level, giving us 32 episodes in total. Then there was Master Levels of Doom 2, which was released shortly after, where each level comes in a wad file, forcing you to pistol start each of them, with various authors outside of ID Software like Tim Willitz, Dr. Sleep, and Cranium. Then by 1996, there are 2 expansion campaigns called TNT: Evilution and the Plutonia Experiment, made by Team TNT and the Casali Bros, respectively. They're based on the original Doom 2, which gives them 32 levels each. Then when the Xbox release of Doom 3 came out, there was a Collector's Edition of Doom 3 which contained Doom and Doom 2, they gained 1 extra level each E1M10: Sewers and map 33: Betray, which were levels made by the publisher of Doom 3 on Vicarious Visions. Then when the late 2000s appeared, there was a brand new expansion for Doom 2, called "No Rest for the Living" which is the length of one Doom episode, but the maps are bigger. If a game as old as Doom can have so many levels, challenges, and what not, PvZ should have them, too, instead of working on mindless cashgrabs.
this mod looks awesome and feels similar to what reflourished did
I saw the Last Stand gameplay here in this mod and the zombie selection were a lot harder now. I saw that Dancing and Pogo zombies now make an appearance. Also the zombotany levels are a lot more difficult now. I saw that the Grave Buster zombie can now destroy plants when it touches and replaces them with a grave.
Edit: few things to note, the Fog stage has some levels more challenging. Level 4-2 has the addition of Pole Vaulting Zombies, Level 4-4 has the addition of Buckethead Zombies, Level 4-7 has the addition of Snorkel Zombie, and Level 4-9 has the addition of both Jack and Digger Zombies.
don't forget Football Zombies in 2-9, Newspaper Zombies in 2-10, Dancing Zombies in 3-4, Screen-Door Zombies in 3-7 (replaces Buckethead Zombies), Snorkel Zombies in 3-9, Buckethead Zombies & Jack-in-the-Box Zombies in 5-4 & Football Zombies in 5-9
If this Mod is added to the PVZ Widescreen Mod, this Mod would be a true masterpiece
17:38 I feel like this was intentional. I would recommend Creeps20’s PvZ2 Garg video, as it covers how having fewer weak zombies in exchange for more strong ones just encourages the player to strategize less, instead leading to the player to simply bring more instas. Obviously PvZ1 and PvZ2 are very different games, but they’re still Tower Defence games with essentially the same gameplay loop.
Like, why bring a setup that takes a while to get started and needs constant management and support when you can just Cherry Bomb Squash Potato Mine Jalapeño repeat?
This mod looks like an amazing update to the original game, though I do wish limitations like the hard limit on the amount of plants in the game could be broken so world 6 could’ve introduced new plants, or just port some from one of the Chinese PvZ1 spinoffs if they couldn’t make new graphics for them
there is no hard limit its just not the type of mod
@@BK0660 I've never seen a mod that adds new plants without replacing old ones
@@DamageMaximo well I believe "BRUTALMODEEEXPLUS" added a nother page with new plants sure they aren't reskins just color changes and they look weird in the seed select they are functional tho but I don't have much pvz1 modding knowlage so many that's just weird stuff and your right
@@DamageMaximo brutal ex+actually does that. Its called evo plant
You have no idea how big of a smile hearing the BMC ost brought to my face
One of the issue of this mod is the fact that people might think it is too difficult due to bad skill (trust me, this is more common than you think), and because sun producers are practically required to be put in the front, however not everyone knows that, and people who did not know could be extremely struggling and I think that telling players to put attackers at the back is almost required.
ECLISE and Reflourished are household names of PvZ mods, changing the ways of PvZ2’s grindy and uninspiring gameplay. While those mods have in fact been successful in revamping and adding onto PvZ2, why have there not been similar mods made for PvZ1 that extend and improve its gameplay? This is PvZ Expansion (Remastered) Mod.
"The zombies have now also harnessed the power of nukes and brought them on to their side." Never would have thought of hearing a sentence like this.
im glad this mod has gotten ur attention this is one of the greatest pvz 1 mod its not so hard but you arent beating it easily aswell the plant balances and zombie balance more minigames which are actually fun i have never seen a mod this fun this mod is honestly is hard to top tbh
20:35 I didn't realize that football zombies appear the level it was sooooo easy with JUST FUME-SHROOMS.
Fun fact: In daytime hypno-shroom can still be used without coffeebean and I think that makes more sense cuz why would it need to be waken up if when zombies eat it get converted?
11:07
Bloons Monkey City music :D
I thought the same
We need BMC2
The implication that PopCap somehow did something wrong or foolish by not updating or adding a DLC is so stupid. It's a finished game that was made during a time when constantly updating your games wasn't the norm. They had absolutely no obligation to fix what wasn't broken, or even what was slightly broken.
DLC was already a pretty normal thing at the time of PVZ's release, consistent updating was a norm because of games like Team Fortress 2 and Warcraft so it wouldn't have been unreasonable for popcap to make a smaller sequel/expansion to the game similar to how they did Peggle Nights or Peggle Extreme, which I wish they did since PVZ1 was lightning in a bottle
24:41 Why would you get rid of zombie move speed variance, that's really neat.
7:28 bro the Squash just drop the beat
I think the mod just forces you to play a certain way, just like in the second PVZ where some plants are pretty much required to win. And to me it also just seems like a normal zombie-spam mod. The thing that I like most about PVZ is how casual it is. You can still have a difficulty increase, but just spamming more and tougher zombies doesn't equal more fun.
Yeah i immedalitely realized that. in some night levels its impossible without chomper or hypno shroom, like i got 4 football zombies on a final wave once what the hell?
case and point, i've spammed fume shrooms for 8 levels in a row and now 6-9 is kicking my butt hard because fume is good and everything around it got nerfed. also those stupid space ogres ruining everything.
Sunflower costing 100 sun so you'll have to plant them on the front 💀
@@jp-toaster for real lmao, garbage change
On the new conveyor 5-10, it’s spamming bucket heads and catapults and giving no instants to use against them, unfair as hell
Hyped for the new vid thanks for the pain time and effort RCCH!
This is what should be called.
"Plant vs Zombies, but you're a Masochist Edition"
No, expansion is much easier than brutal modes
>"it has more content therfore it is GOOD"
it highly limits your plant selection, 90% of the attackers your always gonna use are snow pea, melon-pult, fume-shroom and starfruit
also the difficulty is poorly handled because increasing the zombie density with the player barely even getting time to set up their sun ecconomy (seriously wtf they did to the sun mechanics)
And that's why expanded and enhanced is superior
@@blaster.m1943 So like PVZ2, except swap out snow pea, fume shroom, and starfruit for headbutter lettuce, pokra, and vamporcini
Adding the Trash Can Zombie was a great choice.
indeed, though the Trash Can Zombie in this mod now also functions as a Squash Zombie aside from shielding it from attacks.......
The only thing i dislike about this mod is that it removes the Zombie Speed RNG…
It used go make them look more “alive” rather than clones
Ive been loving this mod so far as a fairly casual player, but i dont know where else to ask, how do you beat 5-7? i cannot figure it out after 7 tries now.
I need pots and sunflowers obviously, potato mines so i dont run out of sun by the first flag, then umbrella plants for the bungees and catapults, pumpkin for the hordes, and magnet shrooms for the ladders, then of course coffee bean, and with that you might as well get fume shroom for your dps because the pults just arent enough anyway, and with that ive got 8/9 slots.
But its just not enough? either i focus too much on the magnets and pumpkins and bungees + catapults ruin me or i grt the umbrella leafs early and i dont have enough magnets and dps to handle the ladders + horde and every time i get close i get 3 ladder zombies in one lane or bungie zombies behind my defense before i can get unbrellas and i dont know what do :(
For the last slot ive tried using cherry bomb, gloom shroom, ice shroom, but its never enough. My last strategy was to try garlic in place of the magnets, with gloom shroom, but nope, ladders get placed on garlic in this mod, which leaves me out of ideas.
And please dont tell me to just get another seed slot, i really dont wanna have to grind the few mini games/puzzles i have for hours just to beat adventure mode.
Not sure if you still care, but you can beat the level relatively easily by using starfruit and garlic.
Basically choose sunflower, flower pot, starfruit, garlic, potato mine, squash and pumpkin (you can choose whatever you want for the rest of the seed slots if you have some to spare). Place your garlics on the 3rd to last column and in lanes 1,3 and 5. Then place starfruit behind them in an 'E' shape and protect them using pumpkins. Replace your garlics when ladder zombie use their ladders on them.
That's how i beat it.
Nice video! PvZ has always deserved an update. Thanks for making this!
he didnt make the mod....
my bad I actually meant the video
They could add an easy mode as an intermediate between vanilla and normal modded, would be nice for casual, or chill playthrough
34:21
props for him bonking the zombies head on beat
THAT PLANTERN EFFECT IS ABSOLUTELY GENIUS
Edit: AND THE COFFE BEAN EFFECT MY GOD SOMEONE STOP THIS MAN HIS BRAINS TOO BIG
3:27 starfruit zombie 😳 :3
My only issue with it is why aren't Jalapeños sped up on the recharge? Like that as a one tricked explosive that's supposed to deal with the Zombroni or Dr. Zomboss. I don't wanna hear the argument that it's an explosive because while yes it is an explosive, the only other explosive that's supposed to help with specific zombies like Zomboss is the Ice Shroom, but that's it, the Jalapeño should have a quicker recharge if the mod is gonna toss the one threat that can't simply be tossed aside like fodder. Otherwise, I love this mod, and I would hope the developers would consider putting it into the actual game, for mobile too
I love how you even have the sound effects ShyGuyMask uses in the No Sunflowers bit!
this mod is special
and it doesnt have to really on some chaotically weird shit like in Brutal/hard mode
,, which is especially true for the nice level" the best line I've heard for a pvz commentary
I have a question though, does my data save whenever I try updating the mod? Cause I cannot find the userdata in folders lul
The data is not on the mod, it's on the computer.
PvZ exists globally, what mod runs depend on what .exe you opened.
You can have 5 mods and vanila in different save files at the same time.
@@genio2509 Tysm for answering my question, was in denial if it was gonna ruin my progress or not
@@yin3117 Yw
Also, I don't know where the main files are, but if you somehow lose your progress you can still use cheat engine.
Finally the Kernel Pult has the same chance of lob a butter like the I Zombie counter part
How hard is normal mode compared to regular pvz plus (not brutal)?
There's something that every mods are missing... adding new plants that do not replace existing plants. was it really hard since you had to implement a scroll button or next page button? or is it because it felt unnecessary?
I mean, it might just be really hard to actually pull off. They could just move and resize some stuff to fit the seed packets into the Choose Your Seeds menu and the Almanac though. And I do think I remember seeing completely new and additional plant seed packets added into the game in mods before, so actually implementing new plants might be possible.
the second option
also brutal ex plus has that lamo
there *are* mods that do that, it's just very janky and doesn't look very good.
i'm talking about pvz mixed, btw
i tried modding and i think the code actually prevents you from going up a certain number of plants or the game would crash. i think its more of an engine problem and not poor coding, though im not sure. so basically the entire code there would probably need to be remade
thanks for the ccs!!
Can't say I'm as impressed with this mod as I would've hoped I'd be.
The changes for the most part are interesting, however the difficulty curve is more like a difficulty rollercoaster. A rollercoaster that crashes off a cliff into the fiery pits of hell by the time you get to 6-9.
Genuinely tell me what the solution for a level with
-Gargantuar
-Giga Gargantuar
-Football Zombie
-GIGA Football Zombie
-Bungie Jumpers
-Screendoor Buckethead Zombies
-ZOMBONI
-CATAPULT ZOMBIES
-Trash Can Zombies
And pole vaulting zombies
ON THE SAME LEVEL
Is supposed to be. Because no amount of spam of offensive plants can deal with that sheer amount of garbage being tossed at you. And I should know because I've been on that same level for a week of off and on attempts. Are human beings actually meant to beat this? because I have my doubts.
I managed to beat it mowerless 1st try with:
Sun Shroom
Flower Pot
Puff Shroom
Starfruit
Melon Pult
Ice Shroom
Doom Shroom
Cherry Bomb
Squash
I think switching Melon Pult for Sunflower, Snow Pea, Pumpkin or Jalapeno would make better strategies than mine.
Y'know what? That sounds crazy. It sounds like the most unconventional setup of plants I'd've ever used on a level in a PvZ game.
It almost sounds crazy enough to work. God I hope it does.@@HugoFilho.
@@SupremeToafu did you manage to beat 6-9
If you didn't there are some YT videos that beat the level with strat
Tell me about it, I've been running the same setup as the person that first replied to you for hours and even with 4 rows of sun shrooms I can't build up enough sun to build a defence nevermind waiting for the cooldowns on instakills
I have my own strategy, tho i don't exactly remember it anymore.
Sun-Shroom
Flower Pot
Puff-Shroom
Melon Pult
Pumpkin
Hypno Shroom
Umbrella Leaf
Squash
Potato Mine
The goal is to make sure to survive until the final wave or, at best, make sure all lawnmowers are intact to use them all for the final wave. Hypno Shroom is for Giga Footballs, Umbrella Leaves are self explanatory, Potato are for the following: normal Footballs, normal Bucketheads, Buckethead Screendoors, Zombonis if possible, Melon Pults are for main offense, Giga Gargs spawn until very last wave, so don't worry, and IMMIDIATELY check the zombies once the next wave begins. Attentiveness, timing, and choosing which is more beneficial is important. Beat it in about 10-20 tries, but not because of PvZ skill, but because of general tower defense knowledge that i just mentally imported and exported.
Anyone that has ever played any version of plants vs zombies and has also played the DS version. Did you notice that on the DS version in world 5 you can plant peashooters on the 4th column and further but on any other version you can only plant peashooters on the 5th column and further.
You're the only person who has played the normal version and the DS version.
This is an amazing mod, my only complaint is that the Scaredy-shroom nerf seems really unnecessary but that's really minor in the grand scheme of things.
It was necessary since Puff-shroom got nerfed as well
@@brawlmaster0190was it tho? scaredy already sucks in vanilla
@@brawlmaster0190was it tho? scaredy already sucks in vanilla
@@thepurplemudkip9998 Scaredy has the same purpose as Puff-shroom, being a low cost highly spammable unit. This nerf makes sense imo
@@brawlmaster0190you can barely spam it due to it's gimmick, it's not even like the puff shroom
I imagined world 6 as the roof at night, but with rain.
21:33 maybe the game's telling you to use Spikeweeds to kill Screen Door Zombies since Fume-Shrooms are nocturnal.........
He knows.............................
@@haotatyan ok, thanks....
I actually did that strategy as well in my playthrough......
Whenever I hear RCCH's narration, I feel comfortable..
I couldn't help but notice the Bloons Monkey City background music at 13:26
I love that Coffee mechanic change that's so good
Balance: 👇👆👇👆👇👆
14:31 which now also does light damage (like kernel).
RCCH may have already known this or not, but somehow I noticed he didn't mention the Butter damage nerf.........
he also didn't notice about the other parts of Sun-Shroom's nerf at 13:54 being produces sun very slowly and grows large after a lot of suns for a long time instead of just 5 small suns in a few minutes.....
How do i get the mod?
Bro You are one of my FAV PVZ RUclipsRS
As fun as the mod is, i found a bunch of flaws, that being some of the conveyor belt mini-games. Not sure if unlocking the new content is the same as unlocking the Limbo page in vanilla, but the conveyor belt levels become rng bullshit. You cannot survive too much Football zombies with only Melon Pults and a barely effective Magnet Shroom. Peashooters and Kernel-Pults are not enough to defend against Zombonis in Invisi-Ghoul, making you rely on Squash RNG. And Raining Seeds is just... well, rng. But, because of the increased zombie waves, getting a good early game alone is bullshit. I am gatekeeped from continuing the vanilla mini-games because of those levels alone. I tried, and even in Vanilla, Column Like You See 'Em is merely just spam anyways with no strategy developed, because it is unrealistic to defend massive hordes using only 2 columns of Melon Pult.
What mod did you use to change the font of the sun cost in the seed bank?
That coffee bean change sounds awesome. Any chance of a separate video rating all of the coffee beans effects for every plant? I’d watch it.
we'll never know until RCCH replies to your comment.........
I cant find any guides so Ill ask here, any advice for 4-9? I cant seem to get a good defense set up before too many bucketheads show up.
How did u plant that Gold Magnet at 15:20?
I DIDNT REALISE LOL THAT YOU SHOULD ADD A💀INSTEAD OF THE QUESTION MARK ON THAT COMMENT
@@BK0660 that twin sunflower too lol
@@GogoschLP 💀💀
Did you think I was actually going to spend 5 minutes planting Twin Sunflowers and a Gold Magnet instead of just using PvZ Tools
The minigames bit is good and all, some extra ones should be added.
Smth like Football Frenzy (Pogo Party but with Football Zombies and they have more HP (Black Football Zombies can appear and have 4x as much HP as regular ones.)
I was thinking Digging Time with Digger Zombies......
Also a change idea in We Smash, Gargs now throw Coneheads instead of Imps.
@@d00mie32 maybe, I'm also thinking of the Bobsled Bonanza versions of Dancing Zombies, Ladder Zombies & Catapult Zombies.......
Could say it’s a remasterpiece.
FUN FACT: the older versions of this mod didnt do a reflourished on all of the plants but i guess sus stew (the mod creator) thought that if winter mellon dosnt cost 700 sun then he'll stop updating the mod or somthing so you gotta live with the 500 sun gloom shroom and stuff like that (at least threepeater costs 25 sun less than in the orginal)
Not reaching goodpea2 levels of pettiness but still kinda funny
nerfing plants that dominate so hard like winter and gloom is fair imo. 2 winters is enough to beat nearly every level in the game and gloom shroom is stupid good against hordes
to be fair the increased price tag kills any motivation to use the plant. fume shroom becomes the best plant in the game by process of elimination.
@@cinnamoone3553 It may be late to reply but fume shroom should be nerf to cost 100-125 than winter melon pult and gloom shroom. more 200 sun is too overprice. I think 100 more sun (and more recharge time?)should be enough because these two in adventure both of them seems unplayable you need one more slot and you just need a few anyway and adventure mode only give you a limited short time to build you defense unlike endless night.
An awesome remastered.
Actually really tough, making you adapt and rely so much more on strategy.
Ironically, the zombies have alot of brains in this regard, haha.
This video was popping off man
Uhh, how do I know that I'm in Hard Mode? I see your gameplay in 6-9 yet there is no 3 random seed slot. I'm on my 2nd adventure, so does that mean I'm on hard mode or still on normal mode but with 3 random seeds? I'm confused...?
Hard mode is a secondary download
@@Kevaca How? Do you have a link? Or..
@@literatureandgaming-yt9352 return to wherever you downloaded it
@@Kevaca what's next?
26:52 wait is that matt? that wants to become crazy Dave? omg
Can you tell us what your thoughts are on pvz expanded and enchanced?
Gaming Fact: The Limbo Page minigames are not bonus minigames, they are cancelled minigames.
quick question that i hope you may reply to, would you reccomend this mod to someone who doesn't really know how to play pvz?
This is basically the pvz2 I expected
This looks amazing, I like everything about it but I think that winter melon and gloom shroom should probably not cost 200 more sun, gloom shroom because it takes three seed slots just to use it in the day and is expensive because of that, and winter melon because it already costs 500 sun total when adding it to melonpult
They are stupidly overpowered in vanila (except cob, it's only for endless, but you have infinite sun anyways) and even after the nerf they are still op
counter point: gloom costing 450 at night (475 in night roof) completely kills its utility. with that and all the other nerfs that make night a literal nightmare, fume becomes the best plant in the game by far, at least for adventure.
@@cinnamoone3553 It still does stupid amounts of damage, with a pumpkin wall and good support it easily destroys every level without gargs.
@@genio2509 and that's 1) another slot eaten, and 2) more sun i don't have.
rcch do you have any tips on beating the level 6-9 with only 8 seeds slots?
This mod is so cool with a challenge on hard mode
Mods that dont just make the game stupidly difficult are so fun
i wish there were pvz mods that added like a ton of new plants as well with zombies and levels
It’s sad that this was removed, I’m glad I got to download and play this before it got canned :(
Its back on game bannana
9:53 Well, a Fog level should be made like that. That would be even more difficult!
I have 2 questions:
1- how play the hard mode of this mod?
2- how to unlock secret minigames?
1 its a diffrent version of the mod 2 what secret minigames?? you unlock more after beating most of them
@@BK0660wait... What version is hard? And the secret minigames didn't unlocked (I didn't beat column like you see them)
Is there a way to access all those minigames and/or the night roof levels without the plants price and abilities changing?
8:32
Oh look it's LOD-VII from altverz
9:49
And now we have BWB-IV!
10:00
And now the garg feast!
Hello! I am currently playing the 1.0.11 version of this mod. I can't seem to find the mini-game pages at the minigame section. Should I get the golden trophy first? Or the pages should appear after completing the adventure. Answers would be appreciated!
Did you beat all 20 mini games first?
I really do like this mod and had fun playing it. The problem is me since I have a major skill issue. Major one. But this mod is fun and probably the best way to play PvZ 1 with all the content and more
18:45 You know what that means. Its time for HELL mode to be created.
BRUH THIS MOD IS AMAZING