Typical Colors 2 Wiki

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In particular, this page requires: The location info has not been updated to reflect the map's rebalance in the Kringle's Annual New Year Expansion update.

Manufacturing is a map made for the Payload gamemode. It is a 2 high tech facility owned by both GRN and RED disguised as ordinary factories.

Locations[]

GRN Spawn 1[]

You will spawn in a fairly empty room with a few decals and props. There will be 3 exits, all labeled on the walls as Gate 1 through 3. Gates 1 and 2 will take you straight to the Payload while the 3rd gate will take you to another route that can be used to surprise enemies.

RED Spawn 1[]

You will spawn in a room with a small dead-end hallway. This room only has one gate that puts you right beside point C.

Payload Building[]

When you walk out of GRN spawn you will see a giant room with many routes, and you can find 3 main routes you can take to get to point A or close to it.

Oil Flank[]

Going to the left of the main gate in front of point A. You can find an alternative route to flank the enemy with. There is also a Medium Health and Ammo kit you can find if you need ammo or health in a pitch.

Steam Vent[]

Going to the right of the main gate in front of point A. You can find a tall room with a steaming vent you can use as a jump pad. Once used you can take a short walk in order to fall and get to the cliff right above point A. There is also a Medium Health and Ammo kit you can find, however since it is impossible to get back up with being Flanker, Trooper, Annihilator or any weapon that can make you move upwards. It is not recommended to use it in a pitch unless you are one of the aforementioned classes.

Point A[]

After leaving the main gate in front of point A or taking another route. You will be in an open area with lots of cover. This is a very common building spot for Mechanics so it is recommended to be careful while being near point A.

Ramp Flank[]

To the left of the ramp going to point B. You can go up a pair of stairs that will lead you upwards and past the ramp.

Point B[]

Point B is a big open field. It is possible however to hide Sentries behind the crates on the elevate platform nearby. If you are ever having problems attack this point, you could try the flank you the right of it. Capturing this point changes GRN team's spawn too be much close, and right beside storage. This will also change RED team's spawn to be much farther back and right outside of point D.

GRN Spawn 2[]

You will spawn in a empty room with only two gates, this time and much closer. This will put you right outside of point B and storage.

RED Spawn 2[]

You will spawn in a giant room with two big gates at the bottom and taking the stairs can bring you to the battlements. This will put you to point D.

Storage[]

On the right off point B right past the second GRN spawn, you can find a flank route with two paths. The one that goes up can be used to flank behind RED team between Point B and C. Next route is passing a big open doorway and into age storage room with crates and shelfs. This can also be used to flank behind RED team however its closer to the ground meaning you are more likely to be attacked for using it. There is also a room up right that has a Medium Health and Ammo kit, if you are in a pinch.

Point C[]

Point C has many catwalks above it and lots of cover that can be used to shield players or Buildings from explosives. There is also a connecting flank that goes to point D.

Gate 4 Flank[]

Past a Gate 4 sign is a flank that can has two routes going up and down. The down route has a more direct path to point D while the up route has more health and ammo kits for any retreats.

Point D[]

Point D is the final point and has a giant pit for the payload to fall into that also will kill anyone falling into it.

Bugs[]

  • At Point B, if the cart tries to move back up the wooden ramp, it will get stuck and move back and forth as it tries to move back to the first checkpoint.

Tips[]

  • This map has many very long sightlines. As Marksman, you can use this your advantage in order to get kills easier.
  • There is many high up points you can use to your advantage as Marksman to pick out enemies in safety.
  • This map has a lot of ammo packs. As a Mechanic, you can use this in order to build up your defensives much faster.

Update History[]

June 14, 2016

  • Added Manufacturing.

September 9, 2016

  • Added an alternate spawn exit for RED team.
  • Removed the clipping brush over the shed.

October 2016

  • Removed Manufacturing.

October 28, 2023 (Typical Horrors III)

  • Revamped Manufacturing.
  • Added Manufacturing back into the map pool.

October 29, 2023

  • Manufacturing doors are now forced open on second cap.
  • Added SpawnZone to the second GRN spawn.

December 24, 2023 (Kringle's Annual New Year Expansion)

  • Added additional cover to certain areas.

Trivia[]

  • This map was originally broken when re-released in the Typical Horrors III update, allowing GRN team to leave their spawn during set up time.

Gallery[]

Past Designs[]

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