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[ It's the Zombie Apocalypse! Dying turns you into a zombie. Avoid death and drain the timer to win!
―Humans.
]
[ You are a zombie! Kill humans to infect them. Infect all enemy Humans to win!
―Zombies.
]

Infection is a special gamemode that can be accessed via community servers. It is based off the community-made Team Fortress 2 gamemode, Zombie Survival.

At the start of each match, you will only be able to choose RED and to play as Mechanic. During RED's deploy time, depending on how many players are in the server, a third of the chosen RED players will be switched to GRN and their class will be changed to Doctor. Team names are changed to Humans and Zombies for RED and GRN, respectively.

The humans must survive for a specified period of time while the zombies try to whittle their defenses. If a human dies, they will become a zombie to assist in killing the rest of the humans. Humans win if there is at least one player alive by the end of the match. Zombies win if all humans have been converted to a zombie before time expires.

Gameplay Changes[]

General[]

  • In any given match, a third of the players in the server will be chosen as zombies. If a player disconnects and less than 1/3 of the players are zombies, the lowest-scoring Human player will be autobalanced to a Zombie.
    • This is to ensure there will always be a proportionate number of humans to zombies, as to maintain game balance.
  • Players respawn instantly upon death.
    • This also has the unintended side effect of instantly despawning ragdolls, which cuts off all death voicelines.
  • Resupply cabinets and spawn doors are disabled; all players can enter both teams' spawns.
    • This was done to prevent players from camping in their respective team's spawn rooms.

Doctor (Zombie)[]

Infection Doctor

GRN Zombie Doctor

  • Doctors can only use melee weapons.
  • All infected Doctors have comically green skin to further represent their zombie selves.
  • Doctors can double jump.
    • This can be used to prevent fall damage or to reach Mechanics in hard-to-reach spots.

Mechanic (Human)[]

Infection Mechanic

RED Human Mechanic

  • Mechanics cannot build sentry guns in this gamemode.
    • This is likely done to match Zombie Survival's rules, and to tip the game's balance towards the zombies.
  • The Gunslinger no longer has its passive speed bonus in Infection, though the Heavy Metal retains this upside.
  • Dying in any way will convert you to a zombie, regardless of circumstances.
    • This is done to prevent killbinding or committing suicide to escape an otherwise guaranteed fate.

Tips[]

Humans[]

  • The Mechanic's buildings have alternate uses in this gamemode.
    • Dispensers can be used for their typical purpose healing and replenishing ammo, but more importantly, they can also be used to block paths and reach spots higher up that can make it difficult for zombies to attack.
    • Teleporters are often used differently in this gamemode. Rather than teleporting into battle, they are typically used them as a means of a last-ditch escape measure. They become more viable with the Eureka Effect.
      • Unlike regular gamemodes, it is often best to place an exit teleporter at spawn or another safe location rather than an entrance, and the entrance teleporter should be in a convenient place to evacuate to.
      • Teleporters can also alert you to where zombies may be. Often, zombies will try and destroy a stray building if no other human is around, prompting both a voiceline and a visible change in the Mechanic's building menu.
  • Weapons also serve new, unique functions.
    • The Gunslinger is by far the most reliable melee weapon in this mode due to its health bonus. You can take 3 hits instead of 2 from zombies before dying, which can both save you in defensive scenarios and allow you to be more aggressive; This unfortunately makes the Wrench obsolete by comparison.
      • Because sentries cannot be constructed, the possible downside of using the Gunslinger in this mode is negated.
    • If you prefer quickly setting up camp rather than maintaining them long-term, then the P.D.Q is helpful. Its increased swing speed and construction boost speed makes setting up camp significantly faster.
    • Although the Southern Hospitality is a decent sidegrade in regular matches, it tends to fall short in Infection. Trading away swing speed and construction boost speed for bleed on hit is almost never worth it. Your melee DPS even with bleed will be significantly lower than most other classes, including zombies.
    • Avoid weapons that rely on your sentry, such as the Avenger and the Rescue Ranger, as they are considerably weaker and less useful without a sentry gun.
      • While the Rescue Ranger can be used as a ranged primary, the Einsteinium is better at this job since it is hitscan and inflicts afterburn on hit.
      • Similarly, avoid the Wrangler entirely, as it has no benefit in this gamemode since it requires a sentry to function.
    • The Pistol, Conventional, and the Noisy Cricket can slightly help chip damage incoming zombies or if the zombies are out-of-range and cannot be effectively damaged by your shotgun.
  • Be wary of where you set up a base. Try to find a spot where zombies can only enter through specific areas, such as vents. If there are multiple entrances for the zombies to come in, they may enter through multiple at once.
    • Always have the high ground, or at least be in a closed area with entrances visible at all times.

Zombies[]

  • If a human is competent in holding their own, recruit other zombies to distract them or attack in numbers. Ensure you to never go head first into a human base unless you are confident that you can kill them, otherwise you will waste time by dying.
    • That being said, if there are any humans out by themselves, consider targeting them first. Without dispensers and reinforcements, it is significantly easier to dispatch them by yourself.
  • Since it is usually the most viable for multiple humans to create a single large base to wait out the match, it may be in your best interest to scout human camps to find a weak point to attack with other zombies.
    • Cooperation is your best friend. The beginning of the round can be the most difficult for the zombies as they are greatly out-numbered, but coordinated attacks against the human's weak points can lead to their downfall.
    • Use team chat often and strategize with your fellow zombies; even one coordinated kill can lead to the fall of an entire encampment.
  • Taking out dispensers can drastically tip the game in your favor. Without dispensers, humans cannot heal themselves efficiently nor can they hide behind them, so prioritize these buildings first if unable to kill.
  • You cannot use passive primaries in this game mode, restricting you to melee only. Of those melee weapons, you are quite limited in choices.
    • The Saw is arguably the best choice in most situations, having the most DPS out of all other melee weapons and dropping a health pack as a reward for killing a human.
      • Note that this health pack can also be picked up by humans, which can negate any damage dealt.
    • The Amputator is viable as a support melee to heal nearby zombies when attacking a large base.
    • The Supersaw is useless as a weapon when playing as a Zombie, as its benefit is negated by the lack of a medigun and/or the Overdrive.
    • The Pestilence Poker is a situational weapon. It's ineffective in normal situations, as you want the humans to be in melee range and the 30% extra knockback on hit knocks them outside of melee range. However, if a Human base is on a tall structure, the knockback can be useful for knocking them into a more advantageous position.

Item drops[]

These item drops were previously exclusive to Infection. They have been added to the general item drop pool since the mode's disabling in the server browser.

Because of how broken the drop system was in this gamemode, ExecutiveKrab gave away the drops in servers, even outside of Infection; Infection’s drop system was similar to the regular drop system for humans, but was modified for zombies. Mechanics had to reach 30+ Score for 1/10 chance of a drop, while zombies had to successfully kill 4 or more Mechanics for a 1/2 chance of a drop.

Strange items[]

Class Item
Mechanictransparent

Widowmaker

Gunslinger

Cowboy Hat

Winter Woodsman

Doctortransparent

Amputator

Supersaw

Civil Custodian Style 1 render

Cold Treatment

Death Doctor

Military Doctor

Tc2 main

Diver Goggles

Trendsetter RED render

Tc2 main

Zombies Killed

Maps[]

These are the maps that are currently in rotation for Infection.

Trivia[]

  • Prior to its official release, there was a Discord server where trust-based Infection games were hosted frequently, akin to the likes of Halo 2's community-driven Infection gamemode.
    • The server was owned by Sevenomics and Aunarky, and quickly grew in size due to a now unlisted video.[1]
      • The invite link is invalid and it is assumed that the server no longer exists.
    • At one point, DevRolve joined the server, which led to the mode being officially developed.
  • The placeholder icon was taken from a free Roblox decal on the Creator Marketplace called zombies.
  • Previously, zombies could push the payload cart when the payload maps were added to the map pool. However, when the zombies made it to the final point, the game wouldn't end.
  • For a brief period of time, the Infection mode didn't appear in the gamemodes tab.

Gallery[]

Others[]

Sources[]

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