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Calamity is a map made for the Payload gamemode that is themed around RED attempting to defend a bridge (and, consequently, their mining operation) from GRN's advancing bomb cart. It has been removed multiple times due to the notoriously long sight lines across the bridge giving RED Marksmen a huge advantage. Additionally, the bridge area was too long and narrow which mostly invalidates classes such as Agent, Arsonist, and Brute due to heavy focus-fire on the payload cart and there only being one flank route. The map was eventually reworked and added back into the map rotation.

Description[]

There are two Checkpoints across the track, one on either end of the bridge. Should GRN capture the second point, they will receive a forward spawn next to it to better equip them for attacking the terminus.

At GRN spawn, there are three exits. One exit is directly in front of the payload cart on the ground level. Another is on the second floor of the spawn room and to the left of the ground floor exit and is protected on two sides by metal barricades. The third exit is on the opposite side but still on the second floor, and opens to a balcony over a fenced-off collection of supplies. A small ammo kit can be found underneath the balcony on a pile of hay.

Following the cart track will lead you to an underpass only a few feet from the spawn. Inside the underpass are a small ammo kit and a small health kit.

On top of the underpass is an outbuilding, behind which has a medium ammo and medium health kit, not commonly taken due to the inconvenience of getting there. Inside the outbuilding is a small health and small ammo kit.

On the other side from the outbuilding is a wooden barricade, behind which has a medium ammo and small health kit.

Further down the track is another outbuilding containing a small health and small ammo kit. There is also a lower platform where a medium health and medium ammo kit are.

The bridge is split into two parts: Upper and Lower. There are ramps connecting the two parts. On the upper section there is a medium ammo kit and small health about halfway across, along with plenty of cover to defend from. Below are a small health and small ammo kit and entrance to RED's base.

RED's base is a big building on the opposite side of the bridge, there are three exits in RED's spawn, one leads to the sniper deck and some high ground, another leads to a big "balcony" (this is hard to explain you can understand if you see it) that is above the tracks, this area is commonly used by Marksmen and Mechanics because GRN Agents cannot get up there, the last exit is right under the exit that leads to the balcony. (This exit isn't used often since you lose the high ground from the other exit)

There is another exit under the top one and next to the one that leads under the "balcony", this one leads to some scaffolding to the front and a sniper deck to the left. The sniper deck is just a sniper deck with some cover for the marksmen, nothing too interesting. The high ground from that same exit has a small health and ammo pack, under that high ground is one of the two exits from the lower side of the bridge, the area has a small ammo and health pack, along with the lower bridge.

Tips[]

  • On the final point, USE THE BALCONY. The balcony is a very powerful spot for every class as it is located in high ground and enemy Agents won't be able to get up there.
  • The first point's hill is very important to hold and is often one of the first things green will try to capture.
  • If red has held the hill for enough time, and green has passed the tunnel, spam down on the cart as Trooper and Annihilator. You can also use the Gunslinger on the edge of the hill to take down low health enemies or chip damage from important classes. It is not recommended to use a level 3 sentry on the edge of the hill as it is easy to destroy the sentry.
  • You can hide a mini-sentry inside a bush next to green spawn. There is also a rock nearby (just to the right of the bush) in which you can place a mini-sentry in without it being visible.
  • There are many spots where mini sentries will have parts of their body hidden but still fire at enemies.
  • The Sticky Jumper can be an effective tool on this map to take out teleporter entrances and flank behind. Just be careful of Marksman sniping you mid-air.
  • You can fire through the wood planks at the tunnel entrance at the last point. Use this to fire through the fence as Marksman while making yourself harder to hit.
  • As a green Agent, when the cart is nearing the final push to the hole, hide under the platform to stab people jumping from the platform to stop the cart.

Related Achievements[]

Map[]

Canyon Crossers
Win a game on Calamity on offense.
Pay the Toll
Successfully defend Calamity without letting the payload cart cross the bridge.

Trivia[]

  • This map was originally featured in Pre-Rehaul as Calamity, albeit lacking a flanking balcony next to GRN's forward spawn and the elevated spawn exit and sniper deck on RED's spawn, along with other minor edits.
  • There used to be a glitch where RED Mechanics can build a teleporter in their spawn, this was eventually patched. However, on the stairs that connects to the spawn room there is a small area where you can build.
  • There was also a glitch where building a teleporter on the cart's tracks glitches the teleporter and can let the Mechanic go out of bounds, this was also fixed.

Gallery[]

Previous Designs[]

Previous Icons[]

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