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FAQ & Trail Info

What is the GAP Trail?
The Great Allegheny Passage (GAP) is a 150 mile hiker-biker rail trail that extends south from Pittsburgh, PA to Cumberland, MD. Full wikipedia can be found here.
How do I get to the trail?
By plane there is the Pittsburgh International Airport and the Greater Cumberland Regional Airport. Pittsburgh has many more flight options so if you opt to fly to the trail, that’s your best choice. From the Pittsburgh Airport, it’s about a half hour drive (if you’re renting a car and depending on traffic) to one of the long term parking options. The Grant Street Transportation Center is a good pick downtown. For those who want to ride the C&O/GAP and want to fly to DC, you could actually ride your bike from Reagan National Airport to the start of the C&O via the Mount Vernon Trail.
The train is also an option. Amtrak has a bike friendly route from Chicago through Pittsburgh and Cumberland to DC.
I’m driving, where can I access the trail?
Wikipedia has a list of trail access spots and the Allegheny Trail Alliance has a more detailed list here. If you are planning to park overnight, PLEASE plan ahead at one of the locations that support overnight parking. Although the police or park ranger jeep on the trail does make pretty flashing lights through the trees on the trail.
How do I get back to my starting point?
Take the Amtrak train referenced above, charter a shuttle, or rent a car. Taking a bus is also an option but just be aware that some vendors require a box for your bike and that isn't always practical. Bikecando has a good trip planner as well and covers both the GAP and C&O trails.
Who maintains the trail?
The Allegheny Trail Alliance which includes Friends of the Riverfront, Steel Valley Trail, Regional Trail Corporation, Ohiopyle State Park, and Maryland Mountainside, is the primary organization responsible for maintaining the GAP.
I want to ride the trail, what kind of bike should I use?
The trail surface is primarily crushed limestone so literally any bike will work fine – from fat tire to high end road bikes. For those folks biking near Cumberland, the trail connects with the C&O canal trail and extends another 185 miles south-east to Washington, DC. This trail is hard packed dirt, clay, and crushed stone. While you certainly CAN ride the trail with your road bike, your butt will not be happy. Soon this rear end displeasure will fester into genuine discomfort and you’ll wish you had a mountain bike with a front or full suspension shocks. Those who ride often and have ‘butt calluses’ will be fine but casual riders will want to use a trail or mountain bike on the C&O canal. A good pair of bike shorts helps a lot. Embrace the pad – your butt will thank you.
Where should I start? What direction should I ride?
For the full trail, my personal preference is to start in Cumberland, MD and ride to Pittsburgh, PA. I like getting Big Savage out of the way and it’s all downhill after the Eastern Continental Divide at MP 23. There’s also something satisfying about ending up at Point State Park in Pittsburgh.
For those including the C&O with the GAP, I would also start at the south-eastern end of the trail in DC to ride both trails. The C&O is almost completely flat but the surface is a lot rougher than the GAP. In inclement weather, the C&O turns into a sloppy mess. I’ve hosed my bike (and myself) off in Cumberland several times. Most folks who've done the C&O in bad weather recommend fenders with wider knobby tires. The GAP surface is a lot easier and that’s primarily why I like the GAP for the second half of the full ride.
As mentioned, this is just my opinion and there are arguments for both locations and directions.
Is there a speed limit on the trail?
Yes. 15 Mph and you’ll want to practice good bike etiquette giving a verbal signal or using a bell when passing on the left. Racing past grandma at full speed while humming Wagner’s Ride of the Valkyries at full volume is not considered a polite verbal signal. A simple ‘on your left’ will suffice.
I want to take the kids riding the GAP with me, how is the trail for kids?
Absolutely fine. The trail is mostly level with some notable exceptions. Connellsville to Ohiopyle is an 18 mile climb then the trail levels to a slight (read: ok for kids) incline from Ohiopyle to Confluence. From Confluence through Rockwood and Meyersdale to the Eastern Continental Divide is a steady climb then it’s down Big Savage to Cumberland. Cumberland north to the Eastern Continental Divide is the largest elevation change on the trail (almost 1800 feet) and unless you’re training your young ones for the junior Tour de France, I’d shy away from that section. Full mileage and elevation charts can be found here.
Will I encounter wildlife on the trail?
Every time. Common sightings are chipmunks, squirrels, geese, possums, and deer. Uncommon are snakes (if the stick on the trail moves, it’s not a stick: avoid), bear, otters, fishers, raccoons, foxes, and even bobcats and eagles. I’ve yet to see Bigfoot although some of the rafters you may run into could elicit a double take. Disclaimer: I have friends who kayak and in no way should the previous statement reflect that I harbor any negative predispositions to rafter’s personal hygiene choices.
A word about bears and other foragers for the trail campers. I’ve only seen bears from the trail three times and never during the summer months. I’ve soloed the trail several times trail camping and never used a hanging bear bag - just a simple OPSAK or another inexpensive odor barrier proof bag and not had any problems. Additionally, I know that the PA DCNR is very quick to respond to bear sightings around the campgrounds and even the trail in general. They relocate the bears humanly and efficiently. I’m confident that the sister agency in Maryland would perform similarly. Now that doesn’t mean that there's NO chance that you will run into Smokey or Rocky Raccoon on your ride. The bottom line is if you want to use a bear bag to feel more comfortable - do it. I just don’t think you’ll need one if you’re using the commercial or free campsites.
It’s a 90 degree humid day in August, should I pack/use bug spray?
That depends. Are you an entomologist? Do you miss your high school appearance after a chocolate binge? Do you love the noble mosquito and her sister the black fly? If you answered yes to any of these questions, don’t bring bug spray.
Are there bathrooms on the trail?
Yes. Most every trail-head access area, commercial and hiker-biker campground has toilet facilities. There are also porta potty's sprinkled along the trail in some of the more remote areas. However, if you’re planning a long ride, it wouldn’t hurt to throw some campers TP in a pocket. You probably won’t need it… but you’ll be glad to have it if you do.
Does the trail have cell signal throughout?
First of all, please don’t txt and ride. You will be on a trail. In the woods. With trees. Running into one of those before mentioned trees or tumbling down a steep hill because you just had to catch that updated twitter post will likely result in your next post coming from the hospital. Cell coverage does not span the whole trail. The signal gets spotty running south of Ohiopyle and disappears entirely for a good stretch after Confluence until Rockwood and then Meyersdale. If you’re planning a long ride by yourself, tell a friend or family member your route and when you get back. I would recommend downloading a PDF map of the trail to your phone. You can find one here.
Where can I camp on the trail?
The Allegheny Trail Alliance maintains a detailed list here. A word about 'stealth camping.’ There are a few other places that won’t mind if you just throw a tent down and I’ve seen folks camping at various stops along the trail – even off into the woods. Just consider your safety and respect the private property along the trail.
Where can I find water on the trail?
Unless you're Aquaman, bring water. More water than you’ll need. DO NOT assume because it’s cool or you’re only going on a short ride you won’t need it. You will. Potable water outside the list of campsites above is limited. The good news is that most trailheads have water and there are stores readily accessible in every trail town. On some of the longer remote stretches of the trail, plan for enough water for ~15-20 miles and you’ll be fine. We have a list of water sources other than the commercial campgrounds in the wiki here.
Do I need to wear a helmet on my rides?
Anyone under the age of 12 must wear a helmet when riding a bicycle in PA. In Maryland, the age is 16. If you’re over 16, hopefully you’ve learned that your head is important and should be protected.
Should I bring a spare tube or flat kit? What if I have problems with my bike?
Yes. Actually, hell yes. Invest in an under the saddle bag, throw in a tube, some levers, and a couple CO2 cartridges in there and you’re good to go. Or get a pump mounted on the frame. It could be a long walk if you get a flat without a spare. For simple issues with your bike, there are 15 self-service repair stations along the trail marked on the PDF map. These repair stations have a pump and a few basic tools. If you have a larger mechanical problem, there are a lot of bike shops accessible from the trail and the Allegheny Trail Alliance maintains a detailed list here. Check your bike before you go out and note where the repair stations are as well as a shop in the area of your ride. Lastly, don’t be afraid to ask other riders for help. Seen some folks along the trail with those bright yellow shirts? They’re trail monitors and will be happy to help you.
Are the tunnels on the trail safe to ride through?
Yes. There are four tunnels on the southern end of the GAP. Pinkerton, Big Savage, Borden, and Brush. All have lights except for Pinkerton. They are still working on Bordon's light so they do flicker a bit. The Brush tunnel is shared by the scenic railroad and its recommended that bikers don’t enter when the train is going through. Big Savage is closed December through April.
How long does it take to bike the GAP?
That really depends on what kind of rider you are and if you’re riding solo or with a family/group. Experienced riders will be able to do the whole trail in two or three days. Inexperienced riders will take longer. Those biking with a family or group should ride to the level of the least experienced member. Really the best answer to this question is to take your time. There is so much to see on the trail and if you’re trying to set a GAP speed record, you’ll miss most of it. Those looking for a longer ride should consider riding the C&O Canal Towpath trail with the GAP making it about a 335 mile trip.
When should I plan my GAP trip?
That’s easy – the fall. The fall foliage makes the already picturesque trail spectacular. Just make sure to plan your clothing accordingly. The lower elevations at midday will feel very different than the higher elevations early in the morning or in the evening.
A quick note about the other seasons. The trail temperature in the summer ranges anywhere between the 70s to above 90 degrees. It will get hot and humid. Plan for plenty of water and don’t forget electrolytes. Spring is rainy in Maryland and Pennsylvania so expect it. A light rain jacket, fenders, and take care of the drive-train on your bike. The dusty trail surface turns to coarse mud in the rain and your bike components will not like it. Finally, yes folks visit and bike the trail in winter. The Big Savage tunnel is closed so you cannot ride the whole trail. Riding in the snow is tough so be careful and go as wide as you can on your tires with the best tread and keep the pressure on the low end. Feel free to ignore the cross country skier who shakes his pole at you for riding in his tracks.
Where can you eat and drink or pick up supplies on the trail?
There are quite a few places on or just off the trail. The Allegheny Trail Alliance maintains a detailed list here. We have a short list of recommended bars and restaurants here.
What about the C&O Canal Towpath trail? Can I discuss the C&O trail here?
Sure. Especially if you're thinking about biking to/from Pittsburgh or DC. There are members of this community who've done the whole trip and bike on the C&O. Additionally, there is a sub dedicated to the C&O: towpath and bikedc is another good sub to try. Finally, bikecando is a good resource for both trails.
I have a question or need info about the GAP that’s not on this list.
Great! That means this list needs updated. Ask the sub, comment, or message me. If it belongs in this post, it will be added.
submitted by DumbOxo to gaptrail

Ideas for a potential Garden Warfare 3 (updated!)

Hi! I have posted this before, but I had a lot of new ideas since.
(I've not updated Character Changes though, so if you've already read this that's fine)
This is my ideas for how a potential Plants vs Zombies: Garden Warfare 3 could go. I don't have ideas for new characters just now, because there are a LOT, but I will be making changes to them to smooth out the gameplay. There will be ideas for new modes, areas etc though.
Also, please keep in mind for character changes, the abilities will be far more toned down compared to BFN, since this is a Garden Warfare and crazy-over-the-top-end-all-be-all abilities just aren't fun to play against. Most of the notes about these abilities are just pointing out small things they do, but in an actual battle, these won't be crazy things you'll always notice, like being set on fire or having your location revealed doesn't equal death.

Character Changes
Peashooter's Primary has not been changed, but his abilities have all been tweaked. I feel like as more characters have been introduced and Herbal Assault was added, his abilities have become a bit outdated. Keep in mind that in the first garden warfare, plants were ALWAYS on defence, so everything was aimed around this, except now that Peashooter is an offensive character, changes have been made to make him more suited for this role. He is now a front-line attacker, or a sort of scout. Chilli Bean Bomb has been updated to be more like imp punt, with a quicker explosion, but less damage. It will set zombies on fire caught in the blast radius, helping peashooter jump into battle with an advantage over the zombies. Pea Gatling, I'm unsure how to change right now. Of course, the accuracy would be decreased and the damage falloff increased, just because that ability was slightly busted in the first place. However, I was considering swapping this one out for a different ability, or at least making pea gatling one of the other optional abilities you can have in place. This one would likely be swapped out for a long range attack, like the ZPG, which is good for offence, but on defence people can swap it back to pea gatling. Hyper now just makes you run faster, since peashooter is more of a scout / front - line character now, and that would help you reach the next objective faster. This can be swapped out for Super Pea Jump on defence to get you to more strategic locations with pea gatling.
Soldier is basically the exact same, all of his abilities are fine and well suited for most situations.
Acorn has had quite a few changes, because I like his idea but I think it's a bit unbalanced and... well, a bit weird to be honest. Acorn is now the counterpart to the imp as opposed to the space cadet, who has also been changed up. First off, acorn's size has been increased so he's around the same size as the imp, he was a bit too hard to hit before. Sap Trap is a lot more like Junkrat's concussion mine, where you can use it to give yourself some vertical movement. If it hits a zombie, it will cover them in sap, slowing them down. Acorn Dash is pretty much the same. Invoke oak now works like the Z-Mech. You can only become Oak after a certain amount of time. Inside of an oak, the abilities are slightly different as well. Sap Trap will be replaced with an 'Pinecone Drone' ability or something. This is similar to the Space Cadet's rocket ability, but it goes across the ground and is a lot faster. While active, enemies nearby will be revealed to Oak and the Passengers for about 10 - 20 seconds, making this a good scouting ability to see what is ahead and help out oak. The Lumber Support ability is less powerful. It can't be used to tank oak through major damage anymore, but instead the Acorn will stop fighting to do a little dance that heals Oak over time.
Oak works similar to BFN in some ways, but now is a lot more like the Z-Mech. Once summoned, he is a powerful character, but only lasts for a limited time. He can still have up to 3 acorn passengers though, since I think that is a nice idea, and with Oak only being available every now and again, it encourages the teamwork aspect much more. I liked that you could become Oak at any time, but it was a bit annoying to go up against, and rendered Acorn pretty much useless. It wouldn't be nice if Imp could become Z-Mech at any time. If an Oak dies, so will the acorn, like Z-Mech off GW2. I think the eject feature was a bit broken, Also, if an oak dies, all of the passengers will take some damage, about 25. Roll for Damage is kind of the same, but it covers much more ground. This is good for clearing off areas, or dealing with smaller targets jumping around you. Treeject is now the same as Explosive Escape. When activated, the oak will shoot out the acorn, and after a shirt while, explode. Super Sap Trap is gone. It was a really annoying and busted ability, and I have ideas for a different ability that would encourage the Teamwork aspect. Now, he has a new ability. Let's just call it 'Fired Up' for now, or something like that. Oak will set on fire for a short amount of time, similar to Torchwood's Smoldering Madness, but with far less duration. Oak will shoot explosive projectiles, and all the passengers will get increased damaged, as well as fire damage. This ability will only be available once or twice when using Oak though, so think of it like an 'ultimate ability' for him. It will not be available at first, so this will encourage players to try and stay alive as oak, and not just charge into battle and then Treeject.
Basically the exact same, but now, similar to Acorn, he can become a passenger in Z-Mechs and help out the Driving Imp. Please keep in mind these abilities below are for Passenger Imps, not regular Imp. Inside of the mech, each passenger will get a little drone that flies around the Mech they can shoot out of. It's similar to their usual primary fire, but with less scatter. Airstrike is a new ability inside of the mech that gives the Imp a Birdseye view of the battlefield. When they fire the ability, it will quickly come flying down and take out any plants it hits, as well as deploying a little satellite that will stay up until they use this ability again. It will reveal plants in the radius, until they leave the area or it is destroyed. Overdrive is like a counter to the 'Fired Up' ability, except each passenger gets one of these. When activated, for a short while it will boost the Z-Mech's firepower, as well as granting 25 extra health for each imp that activates it. These will both disappear after about 10 or 15 seconds.
Of course, Z-Mech is now replacing the space station. It is a powerful tool for the imp that can help storm into enemy lines and yada yada you already know what it does. Now, as you probably read back there, it can hold up to 3 imp passages who can aid the Driver Imp while their Mechs are still waiting to be ready. However, similar to GW2, the imp goes down with the mech once more if it is destroyed, since I think the imp surviving was a bit annoying and unnecessary. Missle Madness is now the Z-Mech's 'Ultimate' ability, where his primary gets replaced with the missile firing abilities. This will quickly cover lots of area, for major firepower in a short burst. This can cause more damage per second than 'fired up', but lasts for less time. Maybe this can give the Passengers slight aim assist to help them, but I think that might be going a bit overboard. Explosive Escape works the same as everything else. Woo. Bionic Bash, since it's kiiinda the Z-Mech's only ability now, has been swapped out for something more 'interesting'. Let's call this Zap Zop or something. (I'm lazy for names.) The imp's mech will put up a finger gun that will shoot a large energy ball that travels in an arc, and will explode on contact, for quick but major damage.
Chomper has been changed up a bit, since his kit has always been a bit... lacking. He has had no range in either of the Garden Warfare games, and even still it's not always useful in BFN. His abilities are a bit outdated too, as he was another character designed for defence only, but hasn't really translated well into Offense. Chomper in this hypothetical GW3 will be a melee class, like Super Brains, but trades Mobility for moving others for him. For a start, he has his ability to chomp enemies from behind back, but this is less effective than burrow, as this will take longer because he has to kind off toss the zombies into his mouth first. This is to try and stop constant suicide chomps, but if the enemy is on low health the chomping process will be a lot faster. He still has the Slobber Shot ability, except like Super Brainz's beam ability (which is back by the way, the shield was a stupid addition) it isn't super reliable. Just good for finishing off enemies trying to escape. Spikeweed are gone entirely. They are outdated and were only really useful in his defence days so he could sneak up on unsuspecting zombies. Instead, he now has a "Grapple Goop" ability, which works similar to Road Hog's chain hook. He can pull Zombies towards him who are on rooftops or trying to escape to finish them off. (Zombies always face him when using this though, so he can't pull someone towards him then instantly chomp them. You need to have a plan if you want to pull someone towards you.) Burrow works the exact same, except minus the wait time from the usual chomp. This one is a lot faster. Grody Goop can now be powered up by chomping zombies, up to 3 times. At first it's like a weaker goop from usual GW (these all seem to have the word goop in them... how odd.) the second power up will be more like the version from BFN, and the final version will last longer, slow down zombies, damage them etc. However, this is very high risk high reward, as dying will reset this power up meter. This is another method to prevent Suicide Chomps, as to get your most powerful attack, you need to stay alive.
Super Brainz
He's basically gone back to how he was in GW2. He was fine, I don't really understand why they changed him. Turbo Twister will work a lot more like BFN though, dealing lots of damage to nearby plants. This is supposed to be an equivalent to Burrow or the Chomp, as it can deal lots of damage over a short period of time.
Kernel Corn
I don't know how to change this guy right now, but butter beacon can go. That was stupid. I don't know if butter barrage should come back though, as I want to keep the Area Control for Snap Dragon.
80's Action Hero
I don't know what to do for this guy either, but I hear people complain about him a lot. Any ideas would be appreciated!
Night Cap
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Space Cadet
You might be wondering why I gave Night Cap an ability as a counterpart to Big Bang Beam, and that's because I thought Space Cadet would be a good class for the Zombie Assassin, since she lost her status as the tank... thing. Whenever I played her in BFN, I rarely played her as a defensive class. She's very mobile, has great abilities for taking out targets like Big Bang Beam, and great powerful attacks like Space Slam (it's called gravity smash but that's a way better name) and I decided since she has technology and stuff like that, she could make for a sort of 'Hacker' or something that would work as an Assassin (or infiltrator) theme wise. Space Slam is the same as in BFN, as it's a great ability for taking out Passenger Acorns, Sunflowers or just about any other plant. Big Bang Beam is the same as well as it's phenomenal at taking out those smaller plants. However, as you probably figured, the space station is gone. Instead, she now has a counterpart to Shadow Sneak, called.. (I'm so lazy with names uuhhhhh) Invisibleinator where after a short delay from activation, turns her invisible for a while as well as a speed boost. Think like Sombra's invisibility ability. (That would be a good name)
Snap Dragon
Snap dragon is mostly designed for area control / crowd control, but he doesn't always do the best job at that, so these changes are designed to help with that. His primary fire now has a lot less range and a lot more spread, but does lots of close range damage. His optimal range is close range, which means that Zombies will want to stay away from him. Swoop Slam now knocks enemies back when you hit the floor with a shockwave. The closer they are, the further they go. Hot Potato is a bomb that functions similarly to the old Chilli Bean Bomb, and replacing blazing trail. As cool an idea that was, it wasn't very practical in a lot of situations and hardly stood in the way of the zombies. Back to the hot potato, when thrown out, it will flash, making lots of sound with fire and smoke coming off it before exploding. This will do lots of damage, to nearby zombies, setting them on fire and even temporarily setting some of the surroundings on fire. Naturally, a Zombie will want to stay far away from this, making them flee the area. Plus it says "Supdow!" when it explodes, so why would you not want this? Nova Fire Thing IDK replaces Blue Blazes. When using this ability, you will spit out a little black hole looking projectile that will quickly travel in an arc. When it hits a surface, or is activated again midair, it will stop and pull nearby zombies towards it for a few seconds, similarly to Orisa's "Halt!"
Electric Slide
Electric Slide is pretty similar to BFN, but toned down a bit, and I changed some of the visuals because of visual clarity. Disco Tornado is now the ability that will carry plants around instead of funky bouncer, just because visually, when you see a tornado that's what you'd first assume. Not that it would explode into electric. Of course though, it doesn't bounce up and down anymore, just going in straight lines and bouncing off walls. Makeshift Bomb now creates that little electric field. Electric Slide will throw out a device made of magnets, gears, all sorts of electrical gears and trinkets. This will bounce around a bit, beeping a lot, and will gradually begin to slow down before settling in one place and exploding into the electric field that damages plants inside it. Outta Fight is an ability that feels a bit unfair, since she can just warp away somewhere safe and avoid major damage with ease. I've not had many ideas for this, but she could maybe have an ability that gives her vertical hight, similar to swoop slam.
I don't have many solid ideas on how to change cactus. I don't like the scope mechanic very much, however. It leads to very campy behaviour, and a even though it's fun for the sniper, playing against that feels very unfair. I'm also not 100% sold on the rapid fire up close, as I feel like you need to have good positioning and a plan without it, and good aim, but of course I don't really know. It'd be nice to hear some other people's thoughts on this! I did think the firing could be slightly faster outside of scope, but in scope it does more damage but slower, similar to Ashe (I swear I'm not just ripping off overwatch I swear I'm not) One thought though, this could be a subclass of cactus, or just a passive ability she gets anyways, but maybe when you hit a zombie, it will reveal their location for either her or all plants, for 5 or so seconds, to help your team, and to help you keep track of them.
Basically all the same as Cactus. Also nerf eggsplosion, a massive burst of quick damage is a lot more powerful than slow damage over time.
I like what they did with him in BFN, I like the shield as it makes him a really good tank. Sprinting is gone though, so replace that weird beam ability with the ball again.
All Star
Again, basically the same as in BFN. I like the shield, maybe there could be another ability you can swap it out for with a front facing shield with more health.
In BFN, they made her healing capacity waaaaay too high. Sunny Side Up is going back to just being the Healing Flower, but I think it should stay until it either dies or you place another. This means you can place them in strategic locations on defence for people to go heal up, or you can maybe swap it out for sunny side up, but a version that you only have one of and it does healing over time to nearby allies. Also, bring back the faster walking speed and faster revives. Maybe not quite as fast as in the originals, but definitely faster than everyone else. (Maybe not though, I liked that feature but others might have found it annoying)
Same story as Sunflower, too much healing. Go back to the Zombie Heal Station but it lasts infinitely, or the sticky Healy thing but with less healing capacity as an alternative. (Also back to 2 warps)
I honestly liked a lot of the changes they made in BFN! She works very well as a support character, and I always like supports that don't just heal. There's a reason it's called Support and not Healing. Thorn Apart, I think, should stay as a normal ability. It's very good at getting people to help out their teammates.
Goatify is a tough one, it felt a bit too overpowered in BFN but a bit bland in normal Garden Warfare. I think it should stick to it's GW roots though, as that was usually a much more balanced game.
Arcane Enigma was another very cool change, I like how you can help speed up your entire team, maybe you can swap it out for another ability, Arcane Aura which heals teammates. I do think that the duration should be shortened by being shot though, so you can't use it to soak up unlimited damage.
Lastly onto engineer. Even though he's the counterpart to rose, I didn't like the changes made in BFN. He was pretty much reduced to sitting next to a turret, firing around the corner, and getting free kills. First off, his primary should go back to how it was in GW. In BFN, with the bouncy projectiles, he is a very low effort character to play.
Double Time is not a very good ability, it's small, doesn't offer much distance, and it's hard to group up your teammates with it. Maybe instead it could be a Zombie Teleporter, like Symmetra's, that allows multiple teammates to use it and even gain hight advantage. However, it can be destroyed, needs time to build, and takes a while to recharge.
The turret should go. It's way too versatile and easy to use. I like the idea though. Maybe instead you place down structures, let's call them Tverygood Toolboxes or something awful like that. These structures give boosts to teammates surrounding them, maybe one of them could recharge ammo and speed up firing rate, or heal teammates around it etc.
I think the bullhorn swarm was a bit too excessive, and also not very good. It should just go back to being the Sonic Grenade.
I don't think I'll keep new classes introduced in BFN such as Wizard etc, but they might make a comeback. I don't know, there's already a pretty massive character roster.

Gameplay Changes
Spriting is gone.
Reviving works like it does in BFN.
Also the art style is back to how it was in Garden Warfare, considering this is a Garden Warfare.
Overtime works like BFN's overtime.
Sound design is different, because there is so many classes now. Sounds will be more threatening to the enemy team, but less so to your team. For example, if a soldier were to fire a ZPG, for the plants they'd hear the usual *BEEP BEEP BEEP ZOOOOM* sound thing, but for the zombies it would be a lot more quiet, probably just a little *thwonk* as it sets off then minimal sound. This is just so newer players don't have a hard time catching up with what is dangerous.

Main Hubworld
The idea of a hub world definitely fits Garden Warfare, so of course it's coming back. It's just a nice place to explore and have fun.
I was thinking though, sometimes you don't always want a massive fight brewing, so I had an idea that each player has their own house, plants getting a treehouse, garden etc like GW2 and the zombies could get their own flats or something because Zombopolis is obviously... not the nicest place to live.
This is where all your main menu stuff is, like the portal and sticker shop etc. You can invite your friends over, decorate the place, it's just your main menu. I think that bringing back the big multiplayer hub menu things from BFN isn't a super good idea, since there isn't sprinting, and it would be hard to make space without making huge distances to walk. However, in each player's home, there is a cannon they can take to go to the main battlefield. Here, there is the two bases, probably dave manor and zombopolis or something like that, and players can jump down the wall into the battlefield.
This is a PvP region a lot like Giddy Park, but a lot bigger and with a lot more to do. Taking place in the suburbs, you can fight other players, and even take part in an endless game of turf. Gardens and graveyards will be scattered around, controlling a certain part of the battleground. If the plants or zombies manage to capture a garden or graveyard, that whole area will transform into their turf, so graveyards turn all buildings into zombie buildings, the grass goes purple and everything goes dark and dead, but gardens turn everything all green grassy and sunny. Players will get xp and coins depending on how many gardens they control, as well as how many active players are in the PvP region.
As well as this, vanquishing lots of foes and AI in an enemy controlled area can start a skirmish like in BFN. Players can fight off, or defend bosses who will roam that area until defeated.
Overall, this is supposed to be the best of both worlds, taking everything great about Backyard Battleground and Giddy Park, and building on them both.

Turf Takeover
In turf takeover, there is the classic mode, and payload returning from BFN.
  • Gardens and Graveyards
  • Payload
I think the capture system was fine in Garden Warfare, so I don't really think it should go back to like it was in BFN. I dunno tho.
Also, maybe there could be 5 objectives or so, but I do think the 7 of GW was a tiny bit excessive.
Anyway, now let's talk map ideas.
Mode: Gardens and Graveyards Defending Team: plants Time: Day
Description: "The plants have got a new machine that creates rainbows, and they're hurting Dr Zomboss' eyes! With all this sunshine and happiness, he can't focus on his evildoings! Can the Zombies shut it down, and save their Boss' eyesight?"
This map takes place in good old suburbia, capturing locations a lot like you'd see in PvZ1 or BFN. At the start, the zombies are taking over the suburbs and destroying gardens along their way. The first objective would be in the suburbs, then the parks, then the town, then the docks before blasting their way into the mini-game with cannons.
The mini game takes place in the old garden centre, except it's way up in the sky. Dave has grown a new Mega Flower, which is holding it up in the sky. She is creating lots of sunshine, mixing with the rain and creating those blasted rainbows. First off, the zombies need to make their way in, climbing up the staircase while wallnuts come down trying to knock them back. If they destroy the coconut cannons firing them, it will be a lot easier for them to make it into the Garden Centre. The Mega Sunflower however, is invulnerable at the minute. Similar to Mega Zombot, she cannot be harmed until her defences are lowered. To the left and right of the store, there are two Sunflower Guardians that must be first taken out. With two up, the Mega Sunflower cannot be harmed at all, with one she only takes half damage, and with both down she's completely vulnerable. These both regrow individually over time. To win, the Zombies need to take her down before time runs out.
P-Tech Industries
Mode: Payload Defending Team: plants Time: Night
Description: "The plants are developing a new super weapon called the Ultra Taco, and Dr Zomboss wants to harness this power for himself! Can the plants hold off the Zombie Forces?"
I had fun designing this map, as it's very different for PVZ. This one takes place in a very high tech city, probably somewhere in Japan, and it's all based off places in Japan, and the plants have a very high tech, futuristic fancy building which is normally not what they get. The first objective takes place in a Japanese garden, with lakes, rowboats, Bonsai trees and Blossom trees. They'll also visit the town, with lots of Japanese buildings, bridges, plazas etc. Finally, they make it to the city, with lots of tall skyscrapers made of glass, high tech neon signs, and eventually they make it to P-Tech Industries.
This is the mini game, which takes place in a very fancy building, the inside looks like Apple HQ or another high tech building. First the Zombies make it through the parking lot, with cars, hedges, fountains, and Cob Cannons raining down Corn Missiles. Then they go through the lobby, into the offices, then into the security room with the Super Weapon in it. It's like a capture the flag mini game, where the Can of Doom is the flag, and the zombies have to take it back to the van to escape with it. The map is designed to be more closed off towards the Ultra Taco room, and then more open the further you get from it, making it harder to find cover and escape with the Ultra Taco This one is based off Turning Point, except it's supposed to be a little more fair. In turning point, you had to CONSTANTLY watch your back for any plants, and if one got past the bridge, there was more and more cover, making it an uphill battle and far too hard for the zombies. However, with only one objective, it should be a lot easier for the defending team. To win, you have to take the Ultra Taco back to the Van / Payload.
Holly Woods
Mode: Gardens and Graveyards
Defending Team: Plants
Time: Night
Description: "The plants have control over the movie industry, and they aren't giving the zombies a chance to shine. Can the zombies steal the spotlight?"
Inspired by Hollywood, the plants and zombies will fight their way through various film sets. Each garden has cameras, and taking over them is as if the zombies are recording their films.
At the end, the mini game is a payload race. The plants and zombies will race along mirrored tracks, and whoever reaches the end first wins.
As a sort of underdog system, if one payload is far ahead of the other, the one in last place will gain a temporary speed boost to catch up. This is just to keep the game closer, so one team can't get so far ahead that even if they all get KO'd, they still have long enough to stay far in the lead.
Neon Mixtape Tour
Mode: Gardens & Graveyards Time: Night Defending Team: Zombies
Description: "Dr Zomboss is throwing a suburbia-wide party, which is fine for Zombies who are always awake. However, none of the Plants can sleep through it! Will the plants be able to crash this party and shut it down for good, or say goodbye to their peaceful nights of sleep?"
This one is based off Neon Mixtape Tour from PVZ 2, where the plants are going around Suburbia destroying smaller parties that are keeping everyone awake. First off, the plants cannon from their base into the apartments, where the Punk Jam machine is blasting out loud music. After capturing and destroying this, they make their way into the Mall's underground parking lot where there is the Rap Jam Machine. After this, they invade the mall and in the arcade, you guessed it, the 8-Bit Jam Machine is playing. After coming out of the mall, they make their way into the School Campus where there is the final Jam Machine for the Pop Jam is located. After successfully destroying all 4 Jam machines, the plants make their way inside the school where Zomboss has built the master Party Machine. I like the idea for this mini game a lot, but it might not work just because it puts the spotlight on certain individuals and could cause people to be mad at them if they miss. Anyway, the idea is that there are laser light machines around the machine, but the plants are able to hijack these to destroy the party machine (which is immune to normal plant fire) The plants can use these like mountable sentry things to shoot parts of the party machine and destroy them, which like the drill level, will start to move about and get harder to shoot. Of course though, since this would put a lot of weight on the backs of the people using them, I might go for the lazy route and make it Suburbination Ripoff 3.0 like Great white north or Peachy District's mini game if that would be too much for the load bearing plants. Recap: to win, the plants have to hijack the laser lights and destroy the party machine with them.
Deadeye Docks
Mode: Payload Time: Day (Fog) Defending Team: Zombies Description: "Zomboss has found out about a secret island the plants have built, and he's using his freighter to locate and destroy it! Can the Plants stop him before it's too late?" This one is located at the docks (suggested by the name) and the plants are driving a delivery truck to the Indstrial Zone to break in and take down the Freighter. (Called the ZZ.Something I dunno) First off, the plants drive the Van (payload) through the Suburbs, before taking a detour into a secret cave. Then, they exit said cave, drive through the beach, then into the Shops (think of Turning point / Pressure Pier off BFN) then finally, they make it to the Gates of the industrial zone. The doors open, thinking it is a Z-Tech van, and the plants are able to access the cannons to fire themselves onto Dr Zomboss' offshore freighter. This is where the mini game takes place. First off, the plants have to make their way to the control room. This is a bit of a prelude to the true mini game, where the Zombies can buy as much time as they can. The plants have to destroy walls and doors to make their way up, and there is some optional areas they can open up to make reaching the objective faster for later on. Once they make it to the control room, there are three override keys that they have to turn to make the ship self destruct. Once one of the keys has been turned, they have to turn the other two within 45 seconds, or all the keys will turn back and they have to try again. If they turn all of the keys within 45 seconds of each other though, they will win the mini game and the ship will self destruct, stopping Zomboss from destroying their secret island. Recap: to win, the plants must turn all keys in the control room within 45 seconds of each other. (The whole mini game lasts about 5 minutes though, not 45 seconds.)
Super Ski Hill
Mode: Gardens and Graveyards
Time: Day
Defending Team: Zombies
Description: "The Zombies' latest plan is to bring the human brains to them: by tricking them into going on a fake ski holiday! Can the plants shut down this literal tourist trap before the Ski Resort become an all you can eat brain buffet?"
The plants are fighting their way up a mountain, to stop the zombies in the observatory of the tallest mountain from sending out the flyers for this fake ski holiday. The further up they go, the more snowy it becomes.
At first, everything is relatively grassy, and the plants fight their way through a camp site with log cabins and tents etc. After making it through this, they make it to a small village which houses the start of the ski lift. If the plants capture this they get access to cannons which blast them up the mountain, to the actual ski resort. Eventually, they pass all this and make it to the observatory atop the mountain. The zombies are using the satellites to post these adverts for the "World' greatest ski holiday! FREE!" to all the bored humans locked in their homes.
This is the mini game. First, plants must turn on a giant Mr Explody bot who is sitting in the observatory waiting for orders. After activating this, the bot gets really excited and wants to blow something up. The plants must push the Mr Explody to the server room, where they can destroy the mainframe and shut down the whole operation. The zombies, on the other hand, must push him outside and off a cliff. They can't take any chances!
It works similar to Tower Control off splatoon. The plants must push him one way, the zombies must push the other, and at certain spots along the routes there are gates that the team pushing mr explody must capture to open and let him through. (You can only open these while Mr Explody is nearby)
If Mr Explody makes it the whole way to the server room, he gets really excited, destroying everything and the plants win.
If the zombies push him the whole way to the cliff, he'll get tricked, fall off and explode elsewhere, and they win.
To win, push Mr Explody the whole way to your team's objective.

So yeah! These are my ideas for a potential GW3. Please share your ideas with me! I'd LOVE to hear them!
Seriously gimme your ideas right now or else >:)
submitted by NunnyTheDog to PvZGardenWarfare