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{{For|[[Winter Abyss]]}}
{{MapInfobox
{{MapInfobox
|image1 = <tabber>
|image1 = <tabber>
|-|Icon = [[File:IA logo.png|thumb]]
|-|Icon = [[File:InfernalAbyssIcon.png]]
|-|View = [[File:InfernalView.png|thumb]]
|-|View = [[File:InfernalAbyssView.png]]
|-|3ʳᵈ Icon = [[File:Infernal Abyss New.png|thumb]]
|-|Top Down = [[File:InfernalAbyssTopDown.png]]
|-|3ʳᵈ View = [[File:InfernalView2.png|thumb]]
|-|2ⁿᵈ View = [[File:IAView.png|thumb]]
|-|1ˢᵗ Icon = [[File:Infernal Abyss.png|thumb]]
|-|1ˢᵗ View = [[File:Infernal.png|thumb]]
</tabber>
</tabber>
|developer = Beefchoplets
|developer = ''4ᵗʰ – Current'' - Your_Adversary<br/> ''1ˢᵗ – 3ʳᵈ'' - Beefchoplets
|difficulty = {{ColourDark|800080|Insane}}
|difficulty = Insane
|length_measurement = 00:44.25; 00:42.57; 00:47.99
|length = ''Left'' - [[:Category:Extremely_Long_Maps|Extremely Long]]<br/>''Right'' - [[:Category:Extremely_Long_Maps|Extremely Long]]
|wave_structure = [[:Category:Two-Pathed_Maps|Two-Pathed]]
|wave_structure = Three Paths
|modifiers = [[All Paths]] (+10% Rewards)
|rewards = {{RewardsList|Insane|Hardcore = Hide|Voidcore = Hide}}
}}
{{QuoteContainer|
{{QuoteBox|An unfortunate fate for what was once a town.|Your_Adversary on X|https://x.com/Your_Adv/status/1648254605560627200}}
}}
}}
__TOC__
__TOC__
==Summary==
==Description==
'''Infernal Abyss''' is a hellish-like map. It has been remade several times since its addition.
'''Infernal Abyss''' is a hellish-like [[Maps|map]]. It has been remade several times since its addition.


'''Infernal Abyss''' has the [[All Paths]] modifier. The [[All Paths]] modifier duplicates all enemies for each path with the exception of bosses. It also increases {{Coins|Coins}} and {{Exp|}} rewards by 10%.
'''Infernal Abyss''' is a two-pathed map, so enemies alternate between the spawn points.


==Design & Path==
==Design & Path==
{{Tabber
<tabber>
|-|Current =
|Current
The current version of '''Infernal Abyss''' appears to be a former metropolitan city that has been destroyed and is now an island. A large lava pool surrounds what remains of the city. All the skyscrapers that once stood in the city have now been destroyed, with most on fire. Some of the smaller stone buildings have a more recognisable structure. Various burnt out and destroyed vehicles are scattered around the map. The pipe system that the city once had are now exposed, though the lampposts remain standing. Several dark rocks spike out from points in the map.<br/>The path begins at the two entrances to what appears to be the underworld. As there are two paths, enemies are divided between entrance points. The path follows the road system of the map, intersecting near the middle of the map before the path reaches a cave at the end of the map, in the shadow of a destroyed skyscraper.
|The current version of '''Infernal Abyss''' appears to be a city partially flooded by lava and is now on two islands. The buildings do not appear to be destroyed, though some of them are in a large lava pool or sunken into the ground. Multiple giant statues can be found across the map, some on the islands while others are in the lava pool. There are three large red stones floating in the sky that can be found on the corners of the map. There are four giant tentacles on the first island.

|-|Version 3 =
The three paths start at the tentacles and end at a cave. These maps take multiple turns, avoiding natural terrain. The left and middle paths intersect first, and then all three paths intersect near the stone bridge. The path then goes over a stone bridge between two islands. The left and middle path have a very similar length, while the right path is a bit longer than both.
The third version of '''Infernal Abyss''' was the same compared to the second version, except that the baseplate magma was replaced with orange terrain water.
|-|Version 2 =
|Version 4
|The fourth version of '''Infernal Abyss''' appeared to have been a former metropolitan city that had been destroyed and is now an island. A large lava pool surrounded what remained of the city. All the skyscrapers that once stood in the city have now been destroyed, with most on fire. Some of the smaller stone buildings had a more recognizable structure. Various burnt out and destroyed vehicles were scattered around the map. The pipe system that the city once had was exposed, though the lampposts remained standing. Several dark rocks spiked out from points in the map.
The second version of '''Infernal Abyss''' took place in the middle of a magma pool with two main islands that the paths crossed over, and a bridge that spanned the gap between the islands. There were two other smaller rock islands and some evidence of life, with bones and a cage. Various rocky hills and chains could be seen, including floating pieces of rock by the bridge. Dark rocky triangles encased the map.<br/>There were two portals where the stone paths began at and one exit as the paths intersected early on the first island. The path went over the bridge to cross between the two islands. The left path was slightly shorter than the right path (facing towards the portals). The path ended at a cave on the second island.

|-|Version 1 =
The path began at the two entrances to what appears to be the underworld. As there were two paths, enemies were divided between entrance points. The path followed the road system of the map. It intersected near the middle of the map before the path reached a cave at the end of the map, in the shadow of a destroyed skyscraper.
The first version of '''Infernal Abyss''' took place in the middle of a magma pool. There were two main islands, that were both black, with two smaller pillars seen to the side of the islands. Several grey bones, cages and cliff mounds could be seen on the islands.<br/>The black paths began at two lava portals before intersecting on the first island. The path then crossed over the grey bone bridge that linked the two island before reaching the cave on the second island.
|Version 3
</tabber>
|The third version of '''Infernal Abyss''' was the same compared to the second version, except that the baseplate magma was replaced with orange terrain water.
|Version 2
|The second version of '''Infernal Abyss''' took place in the middle of a magma pool with two main islands that the paths crossed over, and a bridge that spanned the gap between the islands. There were two other smaller rock islands and some evidence of life, with bones and a cage. Various rocky hills and chains could be seen, including floating pieces of rock by the bridge. Dark rocky triangles encased the map.

There were two portals where the stone paths began at and one exit as the paths intersected early on the first island. The path went over the bridge to cross between the two islands. The left path was slightly shorter than the right path (facing towards the portals). The path ended at a cave on the second island.}
|Version 1
|The first version of '''Infernal Abyss''' took place in the middle of a magma pool. There were two main islands, that were both black, with two smaller pillars seen to the side of the islands. Several grey bones, cages and cliff mounds could be seen on the islands.

The black paths began at two lava portals before intersecting on the first island. The path then crossed over the grey bone bridge that linked the two island before reaching the cave on the second island.
}}

==Interactive Map==
{{Map:Infernal Abyss}}

==Rewards==
The game calculates how many {{Coins|Coins}}, {{Gem|Gems}} and {{Exp|}} you receive based on how many waves you survived and if you won a match. During periods of 100% more {{Exp|}} (Friday – Sunday), any {{Exp|}} earned is multiplied by 2x through the [[XP Boost]] modifier. The VIP [[Gamepasses|gamepass]] also multiplies any {{Exp|}} earned by 1.25x through the [[VIP Boost]] modifier. These two boosts are additive. Regular {{Exp|}} boosts are multiplicative with other modifiers present on this map.

Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.

{{Rewards|Insane|Modifiers = 1.1|Hardcore = Hide|Voidcore = Hide}}


==Strategy==
==Strategy==
*All enemies, except major bosses, except [[Fallen Swordmaster]] spawn thrice on this map due to the [[All Paths]] modifier.
*The place where the paths intersect is where most ground towers should be placed to maximize a tower's range to hit the most amount of enemies.
**The increased amount of enemies allows you to gain more cash by damaging enemies. The [[Cowboy]] and [[Golden Cowboy]] can also generate more cash because of this, though the high amount of enemies may overwhelm them.
*The main area to place cliff towers is near the start of the map, though be aware of the limited space on top of the buildings.
*As all paths have a similar length, once all the paths intersect enemies from each path will be very close to each other, making AOE towers like the [[Pyromancer]], [[Gladiator]], [[Mortar]] or [[Executioner]] very useful here.
**[[Ranger]]s can effectively cover the a good part of the map, if a [[DJ Booth]] is also placed down.
**These towers should either be placed at the second island, or near the bridge at the first island.
*The [[Electroshocker]], [[Frost Blaster]] and [[Freezer]] are very useful for delaying enemies, allowing one path to be defeated before moving onto the other.
*Towers should either be placed near the intersection at the first island or on the second island.
*[[Military Base]]s are somewhat useful here, but bear in mind that only one [[Units|unit]] will spawn per [[Military Base]], and it will go down a random path.
**Do note that the first island has limited placement spots, as most of them are taken up by rocks which cannot have ground towers be placed on them.
*The [[Rocketeer]], [[Mortar]] and [[Demoman]] are highly recommended on this [[Maps|map]] as enemies from both paths often cluster around the intersection.
***However, there are quite a lot of cliff spots there, much more than on the second island.
*On this map, due to the relatively similar path lengths, the targeting system may target enemies that are not actually first (even if your towers are set to ''First'').

==Gallery==
{{Gallery|
{{GalleryHeader|Map Icons}}
<gallery>
Infernal Abyss.png|First version (14 June 2019 – 13 October 2019)
Infernal Abyss New.png|Second and third versions (8 December 2019 – 8 May 2021)
IA logo.png|Fourth version (8 May 2021 – 24 June 2023)
</gallery>

{{GalleryHeader|View}}
<gallery>
Infernal.png|First version (14 June 2019 – 13 October 2019)
IAView.png|Second version (8 December 2019 – 29 October 2020)
InfernalView2.png|Third version (29 October 2020 – 8 May 2021)
InfernalView.png|Fourth version (8 May 2021 – 24 June 2023)
</gallery>

{{GalleryHeader|Trailers}}
<gallery>
OFFICIAL Tower Defense Simulator Trailer|First version in the game trailer.
OFFICIAL Tower Defense Simulator Trailer 2|First version in the game trailer.
Tower Defense Simulator Trailer|Second version in the game trailer.
</gallery>

{{GalleryHeader|Development Images}}
<gallery>
Cowboy Development Video - Tower Defense Simulator|First version on a development video.
Carrier Development Video - Tower Defense Simulator|First version on a development video.
InfernalAbyssDI.jpg|Third version on a development image.
InfernalAbyssDI1.png|Current version on a development image.
InfernalAbyssDI2.png|Current version on a development image.
</gallery>
}}


==Trivia==
==Trivia==
*Prior to it being remade, '''Infernal Abyss''' was considered one of the hardest [[Maps|maps]] in the game. This was because '''Infernal Abyss''' had two paths and both the paths were relatively short.
*Prior to it being remade, '''Infernal Abyss''' was considered one of the hardest maps in the game. This was because '''Infernal Abyss''' had two paths and both of them were relatively short.
**It was remade on the 8th of December 2019. Each path was made much longer, reducing the difficulty of the map.
**It was remade on the 8th of December 2019. Each path was made much longer, reducing the difficulty of the map.
***Having been remade on the 24th of June 2023, it is now once again one of the hardest standard maps in the game, due to being a three-pathed map with the [[All Paths]] modifier and its paths being shortened.
*Like many other maps that existed prior to the MEGA Update, this map was remade to give it a mid-poly look, replacing the old blocky version.
**This map was further updated in the Frost Update so that the map was more in line with the artistic style of the game.
*Like many other maps that existed prior to the [[Release v1.0|MEGA Update]], this map was remade to give it a mid-poly look, replacing the old blocky version.
**This map was further updated in the [[Overhaul v1.3|Frost Invasion Update]] so that the map was more in line with the artistic style of the game.
*Like every other two-pathed map, all enemies (including major bosses) used to spawn twice prior to the Frost Update. Enemies now alternate in spawn points between the paths.
*After the [[Overhaul v1.3|Frost Invasion Update]], enemies alternated between entrances instead of all enemies (including major bosses) spawning twice.
**On the 24th of June 2023, the map was remade and gained the [[All Paths]] modifier, which makes all enemies except major bosses spawn thrice.
*Multiple [[Humvee]]s and [[Humvee|Trucks]] were scattered around on the fourth version of the map.
*The first three people that triumphed '''Infernal Abyss''' in [[Hardcore Mode|Hardcore]] mode received their own skins. These skins are the {{Color|ContentCreator|Dank}}, {{Color|ContentCreator|CrazRex}} and {{Color|ContentCreator|5ouls}} skins.


==Update History==
==Update History==
{{scroll|text =
*'''14 June 2019'''
*'''14 June 2019''' - [[BETA v1.0|BETA v1.0.0]]
**'''Infernal Abyss''' added.
**'''Infernal Abyss''' added.
**{{Bug}} Towers do not target the enemies closest to the entrance when set on ''First'' targeting setting.
*'''5 August 2019'''
*'''5 August 2019''' - [[BETA v1.8|BETA v1.8.0]]
**{{ColourDark|800080|Insane}} difficulty removed.
**{{Color|Insane}} difficulty removed.
*'''13 October 2019'''
*'''13 October 2019''' - [[Release v1.0|Release v1.0.0]]
**'''Infernal Abyss''' removed.
**'''Infernal Abyss''' removed.
*'''8 December 2019'''
*'''8 December 2019''' - [[Release v1.4|Release v1.4.1]]
**'''Infernal Abyss''' remade and re-added.
**'''Infernal Abyss''' remade and re-added.
**Major bosses are now duplicated.
**Major bosses are now duplicated.
**{{Bug}} '''Infernal Abyss''' skybox is broken.
*'''29 October 2020'''
*'''26 January 2020''' - [[Release v1.6|Release v1.6.1]]
**{{ColourDark|800080|Insane}} difficulty added.
**{{Bugfix}} '''Infernal Abyss''' skybox was fixed.
*'''29 October 2020''' - [[Overhaul v1.0|Overhaul v1.0.0]]
**{{Color|Insane}} difficulty added.
**Baseplate water replaced with terrain water.
**Baseplate water replaced with terrain water.
*'''8 May 2021'''
*'''8 May 2021''' - [[Overhaul v1.3|Overhaul v1.3.0]]
**'''Infernal Abyss''' remade.
**'''Infernal Abyss''' remade.
**Enemy spawns are now divided between lanes.
**Enemy spawns are now divided between lanes.
**{{Bugfix}} Towers now target enemies closest to the entrance when set on ''First'' targeting setting properly.
*'''24 June 2023''' - [[v1.8.2]]
**'''Infernal Abyss''' remade.
**[[Enemies Beta]] modifier added.
**[[All Paths]] modifier added.
*'''22 March 2024''' - [[v1.16.0|v1.16.0e]]
**Made playable in [[Hardcore Mode|Hardcore]] mode.
*'''29 January 2025''' - [[v1.51.0]]
**[[Enemies Beta]] removed.
**No longer playable in [[Hardcore Mode|Hardcore]] mode.
}}

==Notes==
<references/>






{{MapNavBox}}
{{MapNavBox}}
[[Category:Maps]]
[[Category:Extremely Long Maps]]
[[Category:Two-Pathed Maps]]
[[Category:Insane Maps]]

Latest revision as of 18:15, 18 June 2026

Similar Article
This article is about Infernal Abyss. You may be looking for Winter Abyss.

"An unfortunate fate for what was once a town."
―Your_Adversary on X[1]

Description

[edit]

Infernal Abyss is a hellish-like map. It has been remade several times since its addition.

Infernal Abyss has the All Paths modifier. The All Paths modifier duplicates all enemies for each path with the exception of bosses. It also increases Coin Coins and Experience EXP rewards by 10%.

Design & Path

[edit]

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Interactive Map

[edit]
Loading scripts

Rewards

[edit]

The game calculates how many Coin Coins, Gem Gems and Experience EXP you receive 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 is multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplies any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts are additive. Regular Experience EXP boosts are multiplicative with other modifiers present on this map.

Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.

Difficulty reward scaling for survival mode Coins and Exp is 1.5x.
Mode Coins/Gem Reward EXP Reward
Easy (Coin 250 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Coin 50 (Triumph Only)) × 1.1 (Experience 50 EXP ÷ (1 + [(20 ÷ Current Wave) - 1])) × 1.1
Casual (Coin 350 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Only)) × 1.1 (Experience 75 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Experience 15 EXP (Triumph Only)) × 1.1
Intermediate (Coin 500 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Only)) × 1.1 (Experience 120 EXP ÷ (1 + [(25 ÷ Current Wave) - 1])) × 1.1
Molten (Coin 550 ÷ (1 + [(35 ÷ Current Wave) - 1]^2.4) + Coin 400 (Triumph Only)) × 1.1 (Experience 135 EXP ÷ (1 + [(35 ÷ Current Wave) - 1]^2) + Experience 50 EXP (Triumph Only)) × 1.1
Fallen (Coin 700 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Coin 650 (Triumph Only)) × 1.1 (Experience 200 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]^2) + Experience 50 EXP (Triumph Only)) × 1.1
Hidden Wave Gem 150 × 1.1 Experience 250 EXP × 1.1
Frost (Coin 800 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Coin 1,200 (Triumph Only)) × 1.1
(Gem 75 (Triumph Only)) × 1.1
(Experience 200 EXP ÷ (1 + [(40 ÷ Current Wave) - 1]^2) + Experience 100 EXP (Triumph Only)) × 1.1

Strategy

[edit]
  • All enemies, except major bosses, except Fallen Swordmaster spawn thrice on this map due to the All Paths modifier.
    • The increased amount of enemies allows you to gain more cash by damaging enemies. The Cowboy and Golden Cowboy can also generate more cash because of this, though the high amount of enemies may overwhelm them.
  • As all paths have a similar length, once all the paths intersect enemies from each path will be very close to each other, making AOE towers like the Pyromancer, Gladiator, Mortar or Executioner very useful here.
    • These towers should either be placed at the second island, or near the bridge at the first island.
  • Towers should either be placed near the intersection at the first island or on the second island.
    • Do note that the first island has limited placement spots, as most of them are taken up by rocks which cannot have ground towers be placed on them.
      • However, there are quite a lot of cliff spots there, much more than on the second island.
[edit]

Map Icons

View

Trailers

Development Images

Trivia

[edit]
  • Prior to it being remade, Infernal Abyss was considered one of the hardest maps in the game. This was because Infernal Abyss had two paths and both of them were relatively short.
    • It was remade on the 8th of December 2019. Each path was made much longer, reducing the difficulty of the map.
      • Having been remade on the 24th of June 2023, it is now once again one of the hardest standard maps in the game, due to being a three-pathed map with the All Paths modifier and its paths being shortened.
  • Like many other maps that existed prior to the MEGA Update, this map was remade to give it a mid-poly look, replacing the old blocky version.
    • This map was further updated in the Frost Invasion Update so that the map was more in line with the artistic style of the game.
  • After the Frost Invasion Update, enemies alternated between entrances instead of all enemies (including major bosses) spawning twice.
    • On the 24th of June 2023, the map was remade and gained the All Paths modifier, which makes all enemies except major bosses spawn thrice.
  • Multiple Humvees and Trucks were scattered around on the fourth version of the map.
  • The first three people that triumphed Infernal Abyss in Hardcore mode received their own skins. These skins are the Dank, CrazRex and 5ouls skins.

Update History

[edit]
  • 14 June 2019 - BETA v1.0.0
    • Infernal Abyss added.
    • Bug: Towers do not target the enemies closest to the entrance when set on First targeting setting.
  • 5 August 2019 - BETA v1.8.0
    • Insane difficulty removed.
  • 13 October 2019 - Release v1.0.0
    • Infernal Abyss removed.
  • 8 December 2019 - Release v1.4.1
    • Infernal Abyss remade and re-added.
    • Major bosses are now duplicated.
    • Bug: Infernal Abyss skybox is broken.
  • 26 January 2020 - Release v1.6.1
    • Bugfix: Infernal Abyss skybox was fixed.
  • 29 October 2020 - Overhaul v1.0.0
    • Insane difficulty added.
    • Baseplate water replaced with terrain water.
  • 8 May 2021 - Overhaul v1.3.0
    • Infernal Abyss remade.
    • Enemy spawns are now divided between lanes.
    • Bugfix: Towers now target enemies closest to the entrance when set on First targeting setting properly.
  • 24 June 2023 - v1.8.2
  • 22 March 2024 - v1.16.0e
  • 29 January 2025 - v1.51.0

Notes

[edit]


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