Banlands
Banlands has been removed from the game as of the 26th of November 2025 as it was part of the Null & Void Event.
This page has been preserved for historical purposes.
<infobox>
<title source="title1"><default>Banlands</default></title>
<image source="image1"></image> <label>Developer(s)</label> <label>Difficulty</label> <format>[[:Category:Normal Maps|Template:Colour]] </format> <label>Length</label> <format>Script error: No such module "NumName".</format> <default></default> <label>Wave Structure</label> <format>Event </format> <label>Estimated Match Time</label> <label>Triumph Rewards</label> <label>Modifiers</label> <group collapse="open"> <header>Mode Information</header> <label>Gamemode Type</label> <label>Base Health</label> <label>Waves</label> <label>Stages</label> <label>Level Requirement</label> <label>Starting Cash</label> <label>Shared Cash</label> </group> <group collapse="closed"> <header>Music</header>
<format>Ambience<format>Final Wave
</format>
<format>{{{music-3}}}</format>
<format>{{{music-4}}}</format>
<format>{{{music-5}}}</format>
<format>{{{music-6}}}</format>
</group>
<group collapse="closed">
<header>Ambience</header>
</group>
</infobox>
Description
[edit]Banlands was the event map for the second 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 15% in duo, 30% in trio and 40% in quad.
This map had the Path Spawn Even modifier, which was an indicator of each enemy only appearing on one path. In the hard difficulty, various curses could also be applied, Skills became disabled and the Farm's income was disabled. Base health was set to 100. The final boss of this map is the Null Guardian.
Design & Path
[edit]Banlands took place in the outer Nil Zone. The map was surrounded by a purple fog. The playable area took place on a small elevated area covered in large spikes on all sides. While initially empty, as the match progressed, various objects would fall down from the sky. In the distance, a few buildings could also be seen. As Banlands is home to various objects and people that were cast away, such items from the game's past can be seen. This includes things that were seen in-game, like the Star Cannon, but also objects which never made it into the game, like the Railgunner tower's railgun.
The path started at an entrance and ended at a rift. It passed through the terrain, avoiding the pipes, spikes and objects placed on the map. After Wave 1, blue boost pads appeared on the path, which temporarily boosted enemy speed by 25%.
Interactive Map
[edit]The <a href="/w/Map:Banlands" title="Map:Banlands">data map's source code</a> no longer passes data validation. Please fix the errors.
Curses
[edit]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
[edit]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
[edit]The game calculated how many Coin Coins and Experience EXP you received based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned was multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplied any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts were additive.
Rewards were calculated as:
| Coins Reward | EXP Reward |
|---|---|
| Easy | |
| (Coin 400 ÷ (1 + [(25 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Bonus)) × 1.2 | (Experience 80 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Experience 20 EXP (Triumph Bonus)) × 1.2 |
| Hard | |
| (Coin 850 ÷ (1 + [(25 ÷ Current Wave) - 1]^1.3) + Coin 150 (Triumph Bonus)) × 1.2 | (Experience 200 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Experience 50 EXP (Triumph Bonus)) × 1.2 |
Triumphing Banlands 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%)
- Time Scale Ticket Time Scale Ticket (2-4)
- Revive Ticket Revive Ticket (2-3)
- Spin Ticket Spin Ticket (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%)
- Time Scale Ticket Time Scale Ticket (2-4)
- Revive Ticket Revive Ticket (2-3)
- Spin Ticket Spin Ticket (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
Badges/Achievements
[edit]There were also a few badges and achievements which could be obtained when playing this map. These are:
Rewards:
Coin 250, 1x Spin Ticket Spin Ticket, 1x Time Scale Ticket Time Scale Ticket
Complete all 3 nights on ‘Hard’ to unlock the event tower.
Rewards:
Coin 500, 2x Spin Ticket Spin Ticket, 2x Time Scale Ticket Time Scale Ticket, 2x Unholy Storm
Wave Structure
[edit]Banlands had a few wave bonuses which changed based on the wave. Between Wave 1 and 15, it was:
- CashScript error: No such module "Money". + ([Waves Completed - 1] × CashScript error: No such module "Money".)^1.225
Between Wave 16 and 25, it was:
- CashScript error: No such module "Money". + ([Waves Completed - 1] × CashScript error: No such module "Money".)^1.225
Depending on player count, the wave bonus was reduced using multipliers. These multipliers were:
| Players | Reduction per Player | Total Reduction |
|---|---|---|
| Solo | 0% | 0% |
| Duo | 0% | 0% |
| Trio | 2.5% | 7.5% |
| Quad | 5% (Easy) 4% (Hard) |
20% (Easy) 16% (Hard) |
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 Banlands. The waves in Banlands mode followed these timings:
| Waves | Wave Timer |
|---|---|
| 1-2 | 0:30 |
| 3-4 | 0:40 |
| 5-9 | 1:00 |
| 10-24 | 1:20 |
| 25 | ∞ |
Bolded names indicate an enemy type's debut.
Strategy
[edit]- Due to Null Shriekers appearing relatively early, especially in the Hard difficulty, it is recommended to bring early-game towers with flying detection, like the Golden Soldier, Engineer, Crook Boss or Militant.
- The Sun and Firework Technician can be used to give any tower which does not have flying detection it, though do note that The Sun comes with a negative effect of giving enemies immunities.
- Later on, high DPS towers like the Accelerator, Ranger or Minigunner are recommended.
- As later waves contain a lot of strong Hidden enemies and in the Hard difficulty also Lead, it is recommended to have towers with at least one of these detections.
- The Sun and Firework Technician can be used to give any tower which does not have these detections to them, though do note that The Sun comes with a negative effect of giving enemies immunities.
- In higher player counts, it is highly advised to bring cheaper, more cost efficient towers due to the drastically lower amount of cash you make.
- As later waves contain a lot of strong Hidden enemies and in the Hard difficulty also Lead, it is recommended to have towers with at least one of these detections.
- Due to the nature of the map, towers that can spawn units such as the Military Base, Mercenary Base, Necromancer and Golden Crook Boss can be extremely effective, as their units' range allow them to see enemies from a safe position.
- 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.
- 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.
- Justice is a safe pick, as at worst it has literally no impact on the match and at best, makes it easier.
- The Tower can be useful if you rely a lot on towers that apply debuffs, like the Electroshocker, Jester, Toxic Gunner or Swarmer. Otherwise, this should not be picked as it has the downside of increased enemy debuff duration.
- The Moon is a great pick if every tower brought has hidden detection or The Sun is active, as that curse's upside completely negates The Moon's downside.
- The Sun is a good pick in cases where you do not use any freeze or burn towers, as it gives all towers every detection.
- While it also gives every enemy Stun Immunity, the Electroshocker and Warden can still slow them down.
- The Star can be a decent pick for loadouts which involve placing down one tower multiple times, even more so in higher player counts where players can place down less towers.
- The Chariot is best ignored unless it is either the final wave or the two other options are far worse for your loadout, as it is a negative effect for every wave except the final one.
- Temperance is a really good pick if you can set up good defenses to counter the Mutation modifier, as it completely negates the Null Electroshocker's Electric Strike ability and the Null Guardian's stuns.
- Do be aware that your towers can still be frozen by the Null Freezer.
- Additionally, it gives a 20% reward boost, so if chosen later, it will not make it that much harder and give you extra rewards.
- Death should be avoided as the only positive effect is a 20% reward boost, which is not worth it.
Gallery
[edit]Thumbnails
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Banlands on the game thumbnail.
Icons
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
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Banlands on the game icon.
Renders
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Null Guardian on the Easy Matchmaking icon.
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Null Guardian on the Hard Matchmaking icon.
Trivia
[edit]- Various props were placed on the map, most of which fell from the sky after some waves had passed. These were all references to various things, often scrapped, from the game's past.
- A giant statue of the Sentient Titan, a scrapped Hardcore mode enemy, appeared twice on the map.
- A statue of Lord Exo would fall down from the sky, referencing the thumbnail for the Krampus' Revenge Event, as well as the third stage of Krampus Frosthold.
- The SCT fell down from the sky multiple times.
- Three scientists fell down from the sky, which appear to be A, B and C.
- The SWAT Van unit appeared in a corner of the map.
- Multiple Riots appeared around the map.
- An older version of the Tower Defense Simulator logo, specifically one shortened to "TDS", emerged after a few waves.
- A railgun was present on the map from Wave 0. This belonged to an unreleased cliff tower called the Railgunner which was in the game prior to the Overhaul Update.
- The Star Cannon appeared out of the sky.
- Gingerbread structures appeared in the distance, which were part of cut Winter content.
- As the meshes for them were made in December of 2022, it is assumed this is scrapped content for maps that would have originally released around the Violent Night Event.
- The entrance to the third stage of the Krampus Frosthold could be seen in the distance.
- Body of the dead Abyss enemy, the boss for the 2021 PVP mode, could be seen on one of the rocks.
- A Giant Skeleton could be found on the side of a pipe, also referencing the thumbnail for the Krampus' Revenge Event.
- A dead Overgrowth could be spotted out of bounds.
- While not on the map itself, the Creator could be seen in the background of the ending cutscene.
- There is another prop which could not be seen in-game, but only in an animation preview uploaded to X by Raddoob as in-game it is permanently out of the camera. In it, the Bunny from the Spring 2020 Event could be seen.
Update History
[edit]- 25 October 2025 - v1.78.0
- Banlands added.
- Bug: Skills are disabled in the Easy difficulty.
- 27 October 2025 - v1.78.1
- Wave structure changed.
- 31 October 2025 - v1.79.0
- 26 November 2025 - v1.80.1e
- Banlands removed.
| Null & Void Event | ||
|---|---|---|
| Previous Map | Current Map | Next Map |
| Outpost 16 Night I |
Banlands Night II |
Blind Faith Night III |
| PVP | ||
|---|---|---|
| [[:Category:Easy Maps|Template:Colour]] | Crash Course • Judging Hall • Laser Stadium • Warm Land | |
| [[:Category:Normal Maps|Template:Colour]] | Desert Oasis • Distant Shapes • Opulent Remains | |
| Sandbox Mode | ||
|---|---|---|
| [[:Category:Hard Maps|Template:Colour]] | Classic Candy Cane Lane • Classic Castle • Classic Forest Camp • Classic Island Chaos • Classic Winter | |
| [[:Category:Insane Maps|Template:Colour]] | Badlands • Rotfield | |
| [[:Category:Special Maps|Template:Colour]] | Dev • Headache Headquarters | |
| Story Exclusive | ||
|---|---|---|
| [[:Category:Easy Maps|Template:Colour]] | Abandoned City | |
| [[:Category:Normal Maps|Template:Colour]] | Severing Connection • Tutorial | |
| Event | ||
|---|---|---|
| Undefined | Area 51 • Village of Despair • Eggy Island | |
| [[:Category:Easy Maps|Template:Colour]] | Rotfield | |
| [[:Category:Normal Maps|Template:Colour]] | Cyber City • Foggy Forest • D00M's Revenge • Cold Ambush • Krampus Frosthold • Outpost 32 (Operation I.C.E) • Outpost 16 • Banlands • Blind Faith | |
| [[:Category:Hard Maps|Template:Colour]] | The Heights • Nightmare Carnival • Tower Outskirts • Totality Tower • Classic Candy Cane Lane • Classic Winter • Classic Forest Camp • Classic Island Chaos • Classic Castle • Bathroom Approach | |
| [[:Category:Insane Maps|Template:Colour]] | Trick or Threat Town • Outpost 32 (Frost Invasion) | |
| [[:Category:Event Maps|Template:Colour]] | A Dark Tale • The Haunted Past • The Great Finale • Huevous Hunt • Failed Gateway • The Nightmare Realm • Containment • Pls Donate • Korblox Temple • Nil Zone • The Narratorium | |
| Removed | ||
|---|---|---|
| Undefined | Candy Cane Lane • Doomspire • Island Chaos • Subzero • Castle • Mount Amillion • End of the Line • Canyon • Castle Outskirts • Candy Valley • Fungi Forest • Freight Fright • Graveyard • Winter • Robloxia • Ancient Colosseum • Highlands • Voidlands • PVP | |
| [[:Category:Easy Maps|Template:Colour]] | PVP_1 • PVP_2 • PVP_3 • PVP_4 • PVP_5 • PVP_6 • PVP_7 • PVP_8 • PVP_9 • PVP_10 • PVP_11 | |
| [[:Category:Hard Maps|Template:Colour]] | Polluted Wasteland • Nightmare Carnival | |
| Unreleased | ||
|---|---|---|
| Undefined | Backwoods • Battlefront • Castle Outskirts • Dusty Ruins • Fogged Lair • Fraction Zone • Gingerbread Town • Hallows Ville • Mars • Petulance Ground • Pumpkin Patch • PVP_11 • PVP_3 • PVP_6 • PVP_8 • PVP_9 • Unknown Castle Map • Unreleased Halloween 2020 Map • Unreleased Tournament Map • Waste Ground • Weepers Gaol • Winterfall • WIP City | |