Official Tower Defense Simulator Wiki
Succumb to the dark sun! Like many before you.
2,699
articles

Event Content

Outpost 16 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.

Similar Article
This article is about Outpost 16. You may be looking for Outpost 32 (Operation I.C.E) or Outpost 32 (Frost Invasion).

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. 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 the map was the Null Commander.

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.

Interactive Map

Loading scripts

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:

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.

Tactician
A well-rounded and adaptable loadout.


Experimental
A loadout that brings a variety of towers that excel in specific situations.


Crowd Control
A defensive class that focuses on applying debuffs and AOE damage.


Rewards

The game calculated how many CoinCoins 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 are calculated as:

Coins Reward EXP Reward
Easy
(Coin200 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Coin50 (Triumph Bonus)) × 1.2 (Experience45 EXP ÷ (1 + [(20 ÷ Current Wave) - 1]) + Experience10 EXP (Triumph Bonus)) × 1.2
Hard
(Coin500 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Coin100 (Triumph Bonus)) × 1.2 (Experience130 EXP ÷ (1 + [(20 ÷ Current Wave) - 1]) + Experience30 EXP (Triumph Bonus)) × 1.2

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:

In the Hard difficulty, these were:

Badges/Achievements

There were also a few badges and achievements which could be obtained when playing this map. These are:

Night I Easy
✖ UNOBTAINABLE
Commander.. is that you?!? Earned by defeating the Null Commander on ‘Easy’ in the Null & Void Event.


520,850 players earned this
Defender
✖ UNOBTAINABLE
Triumph on Night 1 Easy Mode

Rewards:
Coin150, 1x Spin TicketSpin Ticket, 1x Time Scale TicketTime Scale Ticket

players earned this
Night I
✖ UNOBTAINABLE
Commander.. is that you?!? Earned by defeating the Null Commander on ‘Hard’ in the Null & Void Event.
Complete all 3 nights on ‘Hard’ to unlock the event tower.


338,742 players earned this
Breached
✖ UNOBTAINABLE
Triumph on Night 1 Hard Mode

Rewards:
Coin300, 2x Spin TicketSpin Ticket, 2x Time Scale TicketTime Scale Ticket, 1x Unholy Storm

players earned this

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:

Cash$500 + ([Waves Completed - 1] × Cash$100)^1.2

Between Wave 15 and 19 in Easy, it was:

Cash$500 + ([Waves Completed - 1] × Cash$100)^1.225

Between Wave 1 and 14 in Hard, it was:

Cash$600 + ([Waves Completed - 1] × Cash$100)^1.225

Between Wave 15 and 19 in Hard, it was:

Cash$600 + ([Waves Completed - 1] × Cash$100)^1.25

In both difficulties, Wave 20 gave Cash$15,000.

Depending on player count, the wave bonus was reduced using multipliers. These multipliers were:

Players Reduction per Player Total Reduction
Solo 0% 0%
Duo 5% 10%
Trio 5% 15%
Quad 10% (Easy)
5% (Hard)
40% (Easy)
20% (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 Outpost 16. The waves in Outpost 16 mode followed these timings:

Waves Wave Timer
1-4 1:00
5-13 1:15
14-19 1:30
20 ∞

Bolded names indicate an enemy type's debut.

Easy Wave Structure
Wave Dialogue Enemy Type & Amount
1
Professor V
Urgh! This should work! Maybe if we had the shards from the Children of Exo it'd be more stable!
8x Nulling, 4x Null Runner
Professor V
It's too late to stop the merging process, but it should be possible to stabilize it. We just need more time.
Dispatcher
Don't worry, we've got you. Commander, focus on organizing the units and protecting the control station. Nothing gets by us.
Commander
Yes, Ma'am!
2 - 11x Null Runner, 6x Nulling, 1x Null Dredge
3
Professor V
I can't believe what I'm seeing. These readings suggest that the shards aren't the corruption itself, but instead the container that prevents it from escaping.
6x Nulling, 3x Null Dredge
Professor V
The power inside these shards are condensing as they merge, their physical state is weak enough to allow that energy out.
Professor V
If this continues, it will corrupt the space around it and tear apart our reality. We can't contain something this powerful!
Dispatcher
This is bigger than we thought...
4 - 6x Null Runner, 9x Nulling (Bloated), 3x Null Dredge
5
Nerd Duck
I knew it! There had to be something out there! I theorized that if portals act as tunnels to other realms, then what kind of space were we tunneling through?
8x Null Runner, 6x Null Dredge, 1x Null Scout (Boss)
Professor V
We've named that space the 'Nil Zone'. I never thought a place like that could exist.
Dispatcher
What are you trying to say?
Professor V
There could be things stronger than anything we've seen before. It's not a question of what's out there, but who.
6
Dispatcher
What just happened?! It looks like we've been hit with a curse!
5x Null Dredge (Bloated), 1x Null Scout
Professor V
Be careful! Anything could happen while our realm destabilizes!
7
Commander
Hey, uhh... Can we talk about why those things look like us?
2x Null Scout, 12x Null Runner (Bloated), 1x Null Crook Boss
Nerd Duck
Those Nil Zone creatures may be more sensitive to the corruption than we are. As the energy expands outwards, it might be violently ripping through your bodies and replicating your DNA into them!
Commander
Are we--are we are we going to be alright?!
Nerd Duck
Maybe!
8 - 6x Null Dredge (Bloated), 3x Null Scout
9
Dispatcher
You know, I kind of miss being out in the field. Reminds me of our earlier years.
9x Lost Glitch
Commander
...Ma'am?
Dispatcher
You're right; not the time.
10 - 8x Lost Glitch, 2x Null Scout (Bloated), 1x Null Crook Boss (Bloated, Hidden)
11
Commander
Is that Freezer?! Look what's happened to him!
2x Null Scout (Bloated), 3x Null Crook Boss, 2x Null Freezer
Dispatcher
Watch out! He's firing at us!
12 - 3x Lost Glitch (Bloated), 6x Null Dredge (Nimble), 3x Null Freezer
13
Dispatcher
Those creatures are coming through the rifts!
5x Lost Glitch (Bloated), 1x Null Scout (Bloated), 2x Null Freezer, 1x Null Beast
Commander
Take them out!
14 - 2x Null Freezer (Bloated), 2x Null Crook Boss (Bloated), 1x Null Beast (Bloated), 2x Null Freezer
15
Dispatcher
ARGH! These guys aren't giving up! V, how much longer?
3x Null Freezer (Bloated), 2x Null Crook Boss (Hidden), 1x Null Warden (Boss)
Professor V
We've slowed the merge the best we could, but the shards are so unpredictable that if we mess up something they could explode. If that happens-...
Dispatcher
No one will survive.
16 - 15x Lost Glitch (Bloated), 2x Null Beast, 1x Null Warden (Stun Immune, Freeze Immune)
17
Dispatcher
Now they have pyromancers?!
8x Null Scout (Bloated), 6x Null Crook Boss, 1x Null Warden, 1x Null Beast (Bloated), 2x Null Pyromancer
Commander
What's the difference between our Pyro and those things?
Dispatcher
He can cook.
18 - 10x Lost Glitch (Hidden), 10x Null Crook Boss (Bloated), 2x Null Warden, 2x Null Pyromancer
19 - 9x Null Scout (Bloated), 6x Null Freezer (Bloated, Nimble), 2x Null Pyromancer (Bloated), 2x Null Warden, 7x Null Crook Boss (Hidden, Bloated)
20
Dispatcher
Is that... who I think it is?
18x Lost Glitch (Bloated), 8x Null Crook Boss (Bloated), 6x Null Beast, 6x Null Freezer (Bloated), 2x Null Pyromancer, 1x Null Warden (Stun Immune, Freeze Immune), 1x Null Commander (Boss)
Commander
It's...me?! I thought the duck said we'd be fine!
Nerd Duck
I SAID MAYBE!
Commander
Hey! Shoot that guy!

Hard Wave Structure
Wave Dialogue Enemy Type & Amount
1
Professor V
Urgh! This should work! Maybe if we had the shards from the Children of Exo it'd be more stable!
8x Nulling, 4x Null Runner
Professor V
It's too late to stop the merging process, but it should be possible to stabilize it. We just need more time.
Dispatcher
Don't worry, we've got you. Commander, focus on organizing the units and protecting the control station. Nothing gets by us.
Commander
Yes, Ma'am!
2 - 11x Null Runner, 6x Nulling, 2x Null Dredge
3
Professor V
I can't believe what I'm seeing. These readings suggest that the shards aren't the corruption itself, but instead the container that prevents it from escaping.
6x Nulling, 6x Null Dredge
Professor V
The power inside these shards are condensing as they merge, their physical state is weak enough to allow that energy out.
Professor V
If this continues, it will corrupt the space around it and tear apart our reality. We can't contain something this powerful!
Dispatcher
This is bigger than we thought...
4 - 8x Null Runner (Nimble), 10x Nulling (Bloated), 5x Null Dredge (Aggro)
5
Nerd Duck
I knew it! There had to be something out there! I theorized that if portals act as tunnels to other realms, then what kind of space were we tunneling through?
12x Null Runner (Bloated), 8x Null Dredge, 1x Null Scout (Boss)
Professor V
We've named that space the 'Nil Zone'. I never thought a place like that could exist.
Dispatcher
What are you trying to say?
Professor V
There could be things stronger than anything we've seen before. It's not a question of what's out there, but who.
6
Dispatcher
What just happened?! It looks like we've been hit with a curse!
8x Null Dredge (Bloated, Aggro), 1x Null Scout
Professor V
Be careful! Anything could happen while our realm destabilizes!
7
Commander
Hey, uhh... Can we talk about why those things look like us?
4x Null Scout, 12x Null Runner (Bloated), 1x Null Crook Boss
Nerd Duck
Those Nil Zone creatures may be more sensitive to the corruption than we are. As the energy expands outwards, it might be violently ripping through your bodies and replicating your DNA into them!
Commander
Are we--are we are we going to be alright?!
Nerd Duck
Maybe!
8 - 6x Null Dredge (Bloated), 2x Null Scout (Bloated), 1x Null Scout (Bloated, Freeze Immune)
9
Dispatcher
You know, I kind of miss being out in the field. Reminds me of our earlier years.
10x Lost Glitch
Commander
...Ma'am?
Dispatcher
You're right; not the time.
10 - 8x Lost Glitch, 1x Null Scout (Bloated), 1x Null Crook Boss (Hidden) 1x Null Crook Boss (Bloated, Hidden)
11
Commander
Is that Freezer?! Look what's happened to him!
4x Null Scout (Bloated), 4x Null Crook Boss, 2x Null Freezer
Dispatcher
Watch out! He's firing at us!
12 - 6x Lost Glitch (Bloated), 10x Null Dredge (Bloated, Nimble), 2x Null Freezer, 1x Null Freezer (Bloated)
13
Dispatcher
Those creatures are coming through the rifts!
6x Lost Glitch (Bloated), 2x Null Freezer, 2x Null Beast
Commander
Take them out!
14 - 2x Null Freezer (Bloated), 4x Null Crook Boss (Bloated), 1x Null Beast (Bloated), 2x Null Freezer
15
Dispatcher
ARGH! These guys aren't giving up! V, how much longer?
3x Null Freezer (Bloated), 2x Null Crook Boss (Hidden), 1x Null Warden (Boss, Lead)
Professor V
We've slowed the merge the best we could, but the shards are so unpredictable that if we mess up something they could explode. If that happens-...
Dispatcher
No one will survive.
16 - 15x Lost Glitch (Bloated), 2x Null Beast, 1x Null Warden (Stun Immune, Freeze Immune, Lead)
17
Dispatcher
Now they have pyromancers?!
8x Null Scout (Bloated), 6x Null Crook Boss (Bloated), 1x Null Warden (Stun Immune, Freeze Immune, Lead), 1x Null Beast (Bloated), 2x Null Pyromancer
Commander
What's the difference between our Pyro and those things?
Dispatcher
He can cook.
18 - 10x Lost Glitch (Hidden), 10x Null Crook Boss (Bloated), 2x Null Warden (Freeze Immune, Lead), 2x Null Pyromancer
19 - 9x Null Scout (Bloated), 6x Null Freezer (Bloated, Nimble), 3x Null Pyromancer (Bloated), 3x Null Warden (Freeze Immune, Lead), 7x Null Crook Boss (Hidden, Bloated)
20
Dispatcher
Is that... who I think it is?
18x Lost Glitch (Bloated), 8x Null Crook Boss (Bloated), 6x Null Beast, 6x Null Freezer (Bloated), 2x Null Pyromancer, 1x Null Pyromancer (Bloated), 1x Null Warden (Bloated, Stun Immune, Freeze Immune, Lead), 1x Null Commander (Boss)
Commander
It's...me?! I thought the duck said we'd be fine!
Nerd Duck
I SAID MAYBE!
Commander
Hey! Shoot that guy!

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.
    • 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 stun, freeze or burn towers, as it gives all towers every detection.
    • 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, while it does provide every tower with stun immunity, is not that great of a pick as there are no enemies that stun until the final wave. It is however very useful on the final wave if given, as Mutation there will have no effect, meaning it comes with no downsides.
      • 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.
      • If you want to beat this night with the Death curse, it is heavily advised to use either the Cowboy or Golden Cowboy, and stall one Null Warden on wave 19 with either the Warden or Archer alongside the DJ Booth's purple track ability so they can make money out of the Null Warden without doing damage to it, allowing you to afford high DPS towers for wave 20, or constantly using the Mercenary Base's Airdrop ability to drop Riot Guards.
        • You may have to retry multiple times, as Death is not guaranteed to appear on wave 20 or even throughout the match.
        • This also means you cannot pick The Sun beforehand, as this curse gives towers all detections, as well as giving all enemies the Stun Immunity attribute.
        • The Tower is heavily recommended, as it increases the debuff duration from towers by 10%.

Promotional Images

Thumbnails

Icons

Promotional Images

Trailers

Cutscenes

Renders

Miscellaneous

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.

Update History

  • 18 October 2025 - v1.77.0
    • Outpost 16 added.
    • Bug: Various dialogues use broken animations.
    • Bug: Not voting for a curse prevents it from happening.
  • 18 October 2025 - v1.77.1
    • Hard difficulty CoinCoins rewards increased.
  • 23 October 2025 - v1.77.6
    • Bugfix: If a curse is not voted for, a random curse is now picked.
  • 26 November 2025 - v1.80.1e
    • Outpost 16 removed.


Null & Void Event
Previous Map Current Map Next Map
N/A
Start
Outpost 16
Night I
Banlands
Night II


Regular
Very Easy
Easy
Normal
Hard
Insane
Special
Hardcore
PVP
Easy
Normal
Sandbox Mode
Hard
Insane
Special
Story Exclusive
Easy
Normal
Event
Undefined
Easy
Normal
Hard
Insane
Event
Removed
Undefined
Easy
Hard
Unreleased
Undefined
Log in or create an account to post, reply and vote.

No threads yet. Start one!