Overview
Outpost 32 was the event map for the Operation I.C.E 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 were in a match. The rewards you received were based on how many waves you survive and if you won the match. This map had two difficulties, Easy and Hard.
Stats
- Developer
- Your_Adversary
- Difficulty
- Normal
- Length
- Extremely Long
- Level Requirement
- None
- Mode
- Event
- Waves
- No
Description
Outpost 32 was the event map for the Operation I.C.E 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 were in a match. The rewards you received were based on how many waves you survive and if you won the match. This map had two difficulties, Easy and Hard. Cash was only gained if an enemy was 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. In solo, you received 100% of the cash when an enemy was killed, or if it was damaged enough. With each additional player, this decreased by 25%, which meant that in a quad, you only got 25% of the cash. This amount was distributed between players based on how much damage they dealt. However, if a player did not deal any damage, they would receive a percentage of the enemy's full cash upon its death or when it was damaged enough, which was 12.5% in duo, 16.7% in trio and 18.75% in quad. If it was a decimal, it got rounded up or down depending on the decimal value. If it was at least 0.5, it got rounded up. If it was less than 0.5, it got rounded down. For example, the Frost Necromancer gave 10,000 upon death in solo, 7,500 in duo, 5,000 in trio and 2,500 in quad between the players that damaged it. Players that did not damage it received 1,250 in duo, 1,670 in trio and 1,875 in quad. Health of enemies in this mode scaled with player count, starting at three players.
Design & Path
Outpost 32 was a research facility surrounded by snow and ice. The map was split into two different parts. The first part was a mostly empty area with a single building, a few watchtowers, multiple trees and cliffs. Multiple other buildings in the background, a few containers and a portal to other dimensions, which had a deactivated Artificial God Cube next to it. The second part of the map was the facility itself, which was surrounded by high grey walls, which had a few towers in it. This area had three main entrances, blocked off by green barriers. Multiple watch towers, containers and lamps were in the facility. The path started at the portal and ended at a gate inside the facility. Initially, the map started out with one path, though on Wave 2 and there on afterwards, the other two paths would be used. As the waves progressed, Siege Engines would appear on paths and advance, which acted as the path's new entrance for enemies to spawn. These would make two stops until reaching the barriers. If the barriers were destroyed early, the Siege Engines would move there immediately. Barriers themselves have 100 health. When Siege Engines were moving, they would kill any enemy in the way, dealing an indefinite amount of damage, instantly killing the enemy.
Bombardment
As the waves progressed, certain areas of the map would be bombarded. When a wave had a bombardment, an alert sound would play and the alert "⚠︎ Move your towers! ⚠︎" would appear in a red box above the middle screen, the area of bombardment would also flash red a few times, notifying the players to sell their towers in the area; not doing so caused the tower to be frozen permanently and uncounted towards the placement limit. During a bombardment, no new towers could be placed in the area and towers sold would return 100% of their cost. Locations and waves on which areas were bombarded depend on the difficulty. Some areas despite being visibly bombarded would either not affect towers in it or still allow them to be placed, due to issues with hitboxes of the bombardment.
Objective
The objective for this map was to "Defend Outpost 32." The final challenge involved battling the Frost Spirit. Upon defeating it and completing the objective, the final cutscene would play, marking the conclusion of the game. During the Roblox Winter Spotlight Event, if all players in the map had the Regular Token badge, there would be eight neon blue shards and a walkie-talkie scattered around the map that, when interacted with, would say "(Player) has picked up something..." in the chat. After all eight shards were collected, the walkie-talkie could also be interacted. Interacting with the walkie-talkie would display a green walkie-talkie screen interface with the words "[ ENTER CODE ]". After entering "Operation I.C.E" or "Operation Ice" (not case sensitive) and then pressing the "SEND" button below, the interface would turn blue with the word "[ ACCEPTED ]", and the phrase "Now we wait..." would be displayed in the chat. Doing this would increase Frost Spirit's initial health by 50%. Defeating the True Form Frost Spirit would award the Elite Token badge to every player in the match.
Rewards
The game calculated how many 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 were calculated as: were given out on each wave as they progressed. In the Easy difficulty, it was per wave and for the Hard difficulty, it was per wave. Triumphing Outpost 32 could give out an additional reward. These items in the Easy difficulty were: Common (60%) Fruit Cake (2-3) Present Cluster Bomb (2-4) Uncommon (40%) Santa's Air Strike (2-4) Festive Tree (2-3) In the Hard difficulty, these were: Rare (95%) Holiday Crate Legendary (5%) Molten Monster There were also a few badges which could be obtained when playing this map. These were
Wave Structure
Outpost 32 had two wave bonuses, based on the difficulty. In Easy, the wave bonus was calculated as: For Wave 1: 1,000 From Waves 2–10: 500 + ([Waves Completed - 1] × 125)^1.19 From Waves 11–19: 500 + ([Waves Completed - 1] × 125)^1.21 From Wave 20: 500 + ([Waves Completed - 1] × 125)^1.25 In Hard, the wave bonus is calculated as: For Wave 1: 1,000 From Waves 2–15: 500 + ([Waves Completed - 1] × 125)^1.19 From Waves 16–30: 500 + ([Waves Completed - 1] × 125)^1.2 From Waves 31–38: 500 + ([Waves Completed - 1] × 125)^1.25 From Wave 39: 500 + ([Waves Completed - 1] × 125)^1.275 Depending on player count, the wave bonus was reduced using multipliers. These multipliers were: For example, on Wave 2 in the Easy difficulty, the wave bonus was 812.840459768, rounded down to 812. The full number is used in the equation. In duo, it was 731 (812.840459768 × 0.9), in trio, it was 690 (812.840459768 × 0.85), while in quad it was 650 (812.840459768 × 0.8). 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%. Starting from Wave 2, most enemies spawned were duplicated for each path. The wave structures below only account for enemies that spawn on the middle path. The only enemies that were not duplicated were the Frost Hero and Frost Spirit. Additionally, on the final wave, a few seconds into the wave, an alert sound would play and the alert "⚠︎ Experiment incoming! ⚠︎" would appear in a red box above the middle screen.
Strategy
Even though it is possible to place towers at the beginning of the map, this is generally not recommended since you will be forced to sell these towers eventually as the enemies will move forward with siege engines. Additionally, multiple spots in the facility itself will be bombarded. You may want to avoid placing your towers in these areas to avoid having to move them later. It is best to place support towers like Commander and DJ Booth at the middle of the outpost, while placing high DPS towers like Accelerator and Engineer around them. The Pursuit and Ranger are heavily recommended for this map as they both have extremely large range, and Pursuit can use its Relocate ability to fly across the entire map. The Pursuit also cannot be targeted by freezing attacks, making it especially useful here. The Mercenary Base's Field Medic can be useful at giving your units immunity to freeze attacks from enemies that appear on this map.
Update History
16 December 2024 - v1.46.0 Outpost 32 added. Waves 24 (Easy) and 37 (Hard) Dispatcher has a broken animation. Snowballer and Elementalist are not given out upon triumph. Easy and Hard difficulty badges are not given out. If a wave starts while any of the Siege Engines are moving, they will be stuck in place and spawning will be partially broken. The bridge platform can be moved. 16 December 2024 - v1.46.3 Reduced rewards to in Easy and to in Hard. Snowballer and Elementalist are now given out upon triumph. Easy and Hard difficulty badges are now given out. 17 December 2024 - v1.46.5 Added shards and the radio for the Winter Spotlight. Badges for the Winter Spotlight are not given out properly. 17 December 2024 - v1.46.6a Badges for the Winter Spotlight are now given out properly. 18 December 2024 - v1.46.7 Reduced rewards to in Easy and to in Hard. 20 December 2024 - v1.47.0 Elite Token can now be obtained on Easy difficulty. Increased rewards to in Easy and to in Hard. 2 January 2025 - v1.47.6c Removed shards and the radio for the Winter Spotlight, as it has ended. 15 January 2025 - v1.49.0 Outpost 32 removed.
Patch history
Enthrallist who made the Frostbite track present in this map added in various sound samples which are from things from his childhood. This includes: The voices at the beginning come from Monster Jam World Finals 2004, a few other far shorter samples re-appear later on in the track. Multiple clicks in this track are sounds from Test Drive Unlimited, later on a sound of buying a car and certain voice lines are also played. A sound from Geometry Dash. A sound of Perry the Platypus from Phineas and Ferb growling. A menu click sound from the Wii video game console. This map was a remade version of Outpost 32 from the Frost Invasion Event. This was the first map where the enemy entrance would change as waves progress. This was the second map that could automatically spawn units, with Trick or Threat Town being the first. When Siege Engines moved at any time of the wave, the timer would be set to an indefinite amount of time. After that, the wave would continue or end as normal. Siege Engines could not move while enemies were spawning from it. The guards present in the final cutscene for this map have been shown to operate the XR500 skin for the Turret in a teaser for its rework. Outpost 32 has the longest path ever in the game if the infinite paths are excluded.
Community-sourced from tower-defense-simulator-roblox.fandom.com · Jul 25, 2026




