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| Anchorage Branch Office The bottom of the corporate ladder Archive for Cog HQ |
Bossbot Hq!
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Bossbot Hq!
on the news achive at www.toontown.com i found thei picture.
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The true measure of a toon is how he treats a noob that can do him absolutely no good.-Fat Hector Megaroni© |
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Laurie
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MY TOON FAMILY
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I highly doubt that. That is almost definitely not going to happen. What's the point of doing that?? It makes no sense. That will most definitely not happen.
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here is the eaxct article
Cog Headquarters is shaping up to be a much larger design than originally anticipated. The team is incredibly excited to finally be working on Cog HQ. We think we will have some really new and engaging experiences to offer when everything is complete. Current Design ![]() The story concept centers on the Cogs taking Toon prisoners. The Cogs have created permanent embankments on the outskirts of Toontown and are capturing and holding storekeeper Toons hostage. Groups of Toons will need to battle their way through numerous complex and unique areas to reach the final confrontation and rescue the captured Toons. Current Status ![]() High-level game design is just about finished and we are starting to work on concept art and blocking models for some of the larger elements that will make up Cog HQ. We will start mocking up ![]() some of the more experimental game play systems soon, and release them to the test server when we have something solid enough. We will be updating this section periodically in the upcoming months with more details and screenshots of Cog HQ as they are available. Cog Headquarters will not actually be one building, but rather an entire neighborhood in itself. Outside the main HQ building will stand factories that create the Cogs. Pictured above is a screenshot of a blocking model of the "Arm Factory". Toons will be able to group up and enter the factories to battle Cogs inside. ![]() Current Status Continued: Factories will not be simple 1-5 story buildings like the Cogs build on the streets, they will be complex arenas filled with traps, conveyor belts, doors, switches, and other surprises. One of the goals of Cog HQ is to bring some new environments and gameplay challenges to the advanced player. Pictured above are some concept sketches for the building interiors around Cog HQ. We'd like to provide some areas outside battle that involve a little more action and strategy. There will be more dynamic and interesting rooms inside Cog HQ that the Toons must navigate and battle through. Hope you have enjoyed this first behind the scenes look at the Toontown development team. We're working hard to bring these new and exciting features to you - we think it will be worth the wait! We'll post more details about Cog HQ and other features we are cranking away on soon! - The Toontown Development Team
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On both Test and Open I have now seen a tip whilst I was traveling in the elevator upto the factory saying something like
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When I first saw this on test I thought it was probaly just part of the preparation for the next HQ, but then I saw it yesterday on open!! I did try to take a screenshot but when I looked in the photo files there was only the one I took as I appeared in the factory. Has anyone else seen this tip?
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Bossbots have the most parts in all the cog suits so that would lead me to think Bossbots will be last HQ released. Although there are alot of odd things in Toontown like 16 laffers in the factory so who knows!
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Ok this is just freaky I thought Cashbot hq was gonna open. Well I guess we r gonna have 2 suffer going thru the Factory like 20 times to go thru the bossbot vp!!! Great and I thought 10 was hard.....
Prof von Fuzzymonkey toonup - pixie dust trap - marbles lure - small magnet sound - not gonna get it ![]() throw - maxxed squrit - rain cloud drop - 100 pound weight |
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I thought I read somewhere that the next Cog HQ would open sometime this summer....
I can imagine that it would be a big effort to design a Cog HQ. For instance, Disney is probably designing and testing new traps, as well as more complex puzzles (for instance, one might have to hit a series of switches in a given order to proceed). There's also the fine tuning of battles that may involve Cogs above level 12 (imagine encountering four level 14 Mover/Shaker types). I'm sure that no one wants the next Cog HQ to be simply a tougher version of Sellbot HQ with the same challenges. Finally, there's all the design associated with the neighborhood adjacent to the new Cog HQ - naming the buildings and merchants, new tasks associated with that Cog HQ and neighborhood, and building aesthetics.
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If you looked harder youd would have noticed it doesnt say
'Make sure that your suit is complete before entering a Bossbot building' It says 'Makes sure your Cog suit is complete before entering the Boss Building' The boss building is what we call the 'VP Lobby' look for urself...
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O_o
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