Team Fortress 2 Chess Set

Shadowclad

L1: Registered
Jul 3, 2008
29
2
Think about it :)
Heavy is king (because he is big and important)
Medic is queen (self explanatory)
Scout is pawn (weak and fragile)
Soldier is knight (because he looks like one when he is crouching down and firing)
Sniper is rook (because they fire in long straight lines)
Who would be bishop though?

EDIT:
The checkerboard would of course be blue and red, in addition to the pieces
 
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Shadowclad

L1: Registered
Jul 3, 2008
29
2
Well... I tried to think of a place for him, the pyro, the medic, and the engineer, but I think I chose the best classes for each piece. He would probably be a bishop because I can't think of anything else for him.
 

Shadowclad

L1: Registered
Jul 3, 2008
29
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Agreed, that's what I was thinking, but I thought the scout a better choice because he is very fragile and weak but can accelerate fast in the beginning (and if he was carrying a bat that would explain why he can only attack at short range).
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
It's a neat idea. I kind of wonder about using the character with the weakest attack as the most powerful chess piece. But since the theme fits so well I'd let that slide.
 

RuninginCircles

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Jun 5, 2008
18
1
I would say the Spy would be Knight because they can go ''through'' enemy lines. Maybe put Soldier as Bishop?
 

Shadowclad

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Jul 3, 2008
29
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I guess, but the soldier's squat and short profile matches the knight's (especially when crouching), whereas the spy's long and slender profile matches the bishop. Also, since he is an all around combat class I'd say he is the most similar to a knight in real life.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
I guess, but the soldier's squat and short profile matches the knight's (especially when crouching), whereas the spy's long and slender profile matches the bishop. Also, since he is an all around combat class I'd say he is the most similar to a knight in real life.

Also the soldier/knight can rocket jump over the pieces. :D
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
I wonder if it would be possible to make a chess map in TF2.

Can the player models be rendered as prop_dynamics?
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
Can the player models be rendered as prop_dynamics?

Yes, they can. When working on the lighting I like to have a few prop characters in various places to test visibility. I'm not sure you can freeze them in the pose you want, though. (that is, except for in Garry's Mod)
 

Shadowclad

L1: Registered
Jul 3, 2008
29
2
Maybe a payload map where you have to push a pawn from one side of the board to the other (queening it)
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
chess_test0001.jpg


I think I can make this work.

Each piece is a prop_dynamic, I can give them inputs to set or clear their parent.

I have four func_moveliner's, two for moving straight, and two for moving diagonally.

Depending on which piece is to be moved, I can parent it to the corresponding func_moveliner, tell the func_moveliner to move, then clear the parent.

They hard part is working out the game logic, working out what can move where.

I'm going to start a WIP thread.
http://forums.tf2maps.net/showthread.php?p=26792#post26792
 
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Shadowclad

L1: Registered
Jul 3, 2008
29
2
Nice job, I love it! :thumbup1:
Just tell me if you need any testing for your map and I"ll be there.
 

DaFatCat

L3: Member
Apr 19, 2009
129
11
Really cool! How will you control the pieces though?