Overview
Outpost 16 was the event map for the first night of the Null & Void Event. Like other event maps, this map had a specialized wave structure with special enemies. Players started with a varying amount of cash, based on how many players there are in the match. The rewards received were based on how many waves were survived and if the match was won. This map had two difficulties, Easy and Hard.
Stats
- Developer
- Your_Adversary
- Difficulty
- Normal
- Length
- Long
- Level Requirement
- None
- Mode
- Event
- Waves
- No
Description
Outpost 16 was the event map for the first night of the Null & Void Event. Like other event maps, this map had a specialized wave structure with special enemies. Players started with a varying amount of cash, based on how many players there are in the match. The rewards received were based on how many waves were survived and if the match was won. This map had two difficulties, Easy and Hard. Cash was only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained was a set amount of cash, which was not always equal to the enemy's health. Enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player did all the damage to an enemy, both players would receive 50% of the cash the enemy would normally give in solo. This meant that in solo, you received 100% of the cash when an enemy was killed, or it was damaged enough. With each additional player, this is reduced to 50% in duo, 33% in trio and 25% in quad. If it is a decimal, it gets rounded up or down depending on the decimal value. If it is at least 0.5, it gets rounded up. If it is less than 0.5, it gets rounded down. Health of enemies in this mode scaled with player count and difficulty. In Easy, the increase was 5% in duo, 20% in trio and 40% in quad. In Hard, the increase was 30% in duo, 60% in trio and 70% in quad. This map had the Path Spawn Even modifier, which was an indicator of each enemy only appearing on one path.
Design & Path
Outpost 16 was a research and development headquarters located at the outskirts of Cyber City. It was placed specifically on the side of a cliff, overlooking the city. It was a mostly orange colored facility that housed multiple futuristic buildings, containers and lamps. Near the middle of the map, around 50 God Cube fragments could be seen laying on a platform, which later on began to merge. The outpost was accessed through a road which lead to Cyber City. It ended at a parking lot at Outpost 16. The map itself went through multiple changes as the waves progress. The God Cube fragments initially laid on the floor and did not start to merge until later. The map started out with an orange sky, which became darker after the first cutscene. The whole outpost also broke apart as waves go on, with some buildings getting completely destroyed. Three paths started at separate portals, converging very early on and taking a few 90-degree turns before ending at a gate leading to the inside of the research base.
Curses
In the Hard difficulty, every fifth wave a curse was applied to the match. Curses were modifiers which came with both upsides and downsides. They lasted the entire match and, majority of the time, did not boost the rewards the match gave out. The following curses could be applied: Justice, upon reaching 25% of the base health, every tower received a 10% Damage Buff. The Fool, set the base health to 1 but also increased all wave bonuses by 10%. The Tower, debuffs like stuns now lasted 50% longer when applied to towers, but debuffs like burn now lasted 25% longer when applied to enemies. Additionally, Call to Arms duration was also extended by 10%. The Moon, made all enemies Hidden but also gave every tower a 10% Range Buff. The Star, applied a 5% Range Debuff and 5% Firerate Debuff (~5.26% increase) to towers, but increased every player's total tower placement limit by 5. The Sun, enemies now all spawned with the Stun Immunity, Freeze Immunity and Burn Immunity, but towers now had all three detections. The Chariot, all towers received a 10% Firerate Debuff (~11.11% increase), which was replaced with a 10% Firerate Buff and 10% Damage Buff on the final wave. Temperance, Mutation was applied which boosted the Shield Health of enemies by 5% of their base health, but gave all towers stun immunity and boosted rewards by 20%. Death, all enemies were now Bloated and Nimble, but rewards were increased by 20%.
Preset Loadouts
Each player was allowed to pick from one of three preset loadouts in the Easy difficulty. Alongside these preset options, players could opt to use their current loadout as the first choice. However, if one's loadout contained no towers, this option would be unavailable.
Rewards
The game calculated how many Coins Coins and you received based on how many waves you survived and if you won a match. During periods of 100% more (Friday – Sunday), any earned was multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplied any earned by 1.25x through the VIP Boost modifier. These two boosts were additive. Rewards are calculated as: Triumphing Outpost 16 could give out an additional reward, which could be a crate, consumable or ticket. They were meant to be guaranteed, though due to a bug this did not always happen. These items in the Easy difficulty were: Common (55%) (2-4) (2-3) (2-3) Low Grade Crate Turkey Leg (2-4) Pumpkin Bomb (2-4) Uncommon (35%) Mid Grade Crate Sugar Rush (2-4) Rare (10%) Unholy Storm (2-3) Necromancer's Tome (2-3) High Grade Crate In the Hard difficulty, these were: Common (50%) (2-4) (2-3) (2-3) Low Grade Crate Turkey Leg (2-4) Pumpkin Bomb (2-4) Uncommon (30%) Mid Grade Crate Sugar Rush (2-3) Rare (20%) Unholy Storm (2-3) Necromancer's Tome (2-3) High Grade Crate There were also a few badges and achievements which could be obtained when playing this map. These are
Wave Structure
Outpost 16 had a few wave bonuses which changed based on the difficulty and wave. Between Wave 1 and 14 in Easy, it was: 500 + ([Waves Completed - 1] × 100)^1.2 Between Wave 15 and 19 in Easy, it was: 500 + ([Waves Completed - 1] × 100)^1.225 Between Wave 1 and 14 in Hard, it was: 600 + ([Waves Completed - 1] × 100)^1.225 Between Wave 15 and 19 in Hard, it was: 600 + ([Waves Completed - 1] × 100)^1.25 In both difficulties, Wave 20 gave 15,000. Depending on player count, the wave bonus was reduced using multipliers. These multipliers were: The wave clear bonus appeared when every enemy from that wave was killed and no damage was dealt to the base health. It was 25% of the wave bonus in solo, while for duo, trio and quad it was 20%. Waves could not be skipped in Outpost 16. The waves in Outpost 16 mode followed these timings: Bolded names indicate an enemy type's debut. Easy Wave Structure ---- Hard Wave Structure
Strategy
Due to the gamemode not having many waves, cheaper towers like the Golden Scout, Golden Soldier, Rocketeer should be used. The Golden Scout is especially effective, as it does very high DPS for a cheap price while also having lead detection, essentially being able to solo the whole mode by itself. Support towers like the Commander and DJ Booth are recommended to beat the mode. The Medic will be less useful, since the Null Freezer can freeze your towers, bypassing its shield. The Farm should not be used on this map in the Hard difficulty, as its income generation is disabled there. This, however, does not apply to the Easy difficulty. This map contains curses, which apply a modifier that comes with downsides and upsides. Generally, the curses chosen should be appropriate for the player's current loadouts. For example, The Moon should not be chosen if you lack hidden detection. You may be able to pick The Sun to give your towers all detections first, then pick The Moon later. The Fool is quite effective as it can boost the wave bonuses by 10% for the minor downside of reducing base health to 1. As most mid to late-game waves will generally result in death when leaking enemies, the downside is practically nonexistent. It can also synergize with Justice, but only if Justice was picked first. If picked first, The Fool reducing base health will qualify as reaching 25% of the base health, though applying The Fool first then Justice will instead lock you out of ever getting its Damage Buff.
Update History
18 October 2025 - v1.77.0 Outpost 16 added. Various dialogues use broken animations. Not voting for a curse prevents it from happening. 18 October 2025 - v1.77.1 Hard difficulty Coins Coins rewards increased. 23 October 2025 - v1.77.6 If a curse is not voted for, a random curse is now picked. 26 November 2025 - v1.80.1e Outpost 16 removed.
Trivia
On top of one of the buildings, an image of a Calm Dog could be found. One of the buildings had its gate opened, which lead to an underground laboratory.
Community-sourced from tower-defense-simulator-roblox.fandom.com · Jul 25, 2026




