This level lookz good, although I don't want to worry about AIz. I was on NW fort, and Napolean(aka "Zed") on the SW. Many timez I've reached his GuardPointz, and get killed by a monstrous defense of Brick Laying, Swordz and Springz. Then they've tried to get to my fort, but my "friend" Viking(aka "Jebediah") interrupted them. My strategy for NW fort: Let two Shovel Gruntz behind the holez near the fort, and put at least two long range Gruntz there too(everything but welderz and boomerangz). Them use your spy gear to spy your own brickz, and break the brown one with the Gauntletz. Put a glovez Grunt there; it will shoot the enemiez to death. Or, instead of glovez, 2 swordz. When the guardz are ready, send one remaining Grunt to the attack; springz or wingz do well. If the main island is full of AIz, wait for some of them to die, or get a mobile toy in case of a powerful AI comez. Proceed and run away from any defender AI that comez for you. Then get past by the holez. If your Grunt no more can move because of AIz, let him die, but prepare you defense, because many enemiez will come. When you reach a enemy GuardPoint and diez, all Gruntz of that team will attack your defense. In that case, try to fix any holez you did in your brickz or holez, and put spongegunz and gunhatz there. Boomerangz will also do the trick, but alone.
I've always loved designing levelz for Gruntz, moreso than actually playing them.
Want to contact me? Email/Skype is probably the most reliable way.
We played this like usual, but at some point we found it boring and unnecesarry to finish, we found these problems:
1. You can't see the outer row of brickz surrounding your base.
2. You need to break through that row of brickz to get out in the first place, but you at least get a spygear.
3. If you are in the middle, you control the level. There are 4 switchez that control the bridgez between bases. You can easily drown them and not let anyone pass by. There are the same switchez inside each fort as well.
4. The bridgez are unnecessarily long, it takes a lot of time to walk between fortz.
There was no folder set up for this CL (until today) and the indices seem to be all missing mention of it. I will do what I can to update indices, but would appreciate notification if someone sets out to correct its problems, and begin on-line multiplayer testing of the changes.