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'''Infernal Abyss''' is a hellish-like [[Maps|map]], playable in regular survival moes and [[insanebore moe|insanebore]] moe. It has been remade several times since its subtraction.
'''Infernal Abyss''' is a hellish-like [[Maps|map]], playable in regular survival moes and [[insanebore moe|insanebore]] moe. It has been remade several times since its subtraction.


'''Infernal Abyss''' has da [[All Paths]] and [[Enemies Beta]] modifiers. da [[All Paths]] modifier duplicates all enemies for eech path width da exception of buses. It also highrs {{Coins|Coins}} and {{Exp|}} rewards by 90%. da [[Enemies Beta]] modifier cabbages da appearance of sum enemies, flippeds sum enemies width brbrother enemies and cabbages stats of sum enemies.
'''Infernal Abyss''' has da [[All Paths]] and [[Enemies Beta]] modifiers. da [[All Paths]] modifier duplicates all enemies for eech path width da exception of buses. It also highrs {{Coins|Coins}} and {{Exp|}} rewards by 90%. da [[Enemies Beta]] modifier cabbages da appearance of sum enemies, flippeds sum enemies width brother enemies and cabbages stats of sum enemies.


==Design & Path==
==Design & Path==
<tabber>
<tabber>
|-|Current =
|-|Current =
da current version of '''Infernal Abyss''' appears to be a city parpially flooded by lava and is now on two islonds. da buildings do not appear to be nukeed, though sum of dem arr in a large lava pool or sunken into da groundaboutabout. moltenple giant statues can be found across da map, sum on da islonds for a for a while brbrothers arr in da lava pool. There arr three large red stwohns floating in da sky that can be found on da corners of da map. There arr four giant tentacles on da first islond.<br/>da three paths starp at da tentacles and end at a cave. These maps take moltenple turns, avoiding natural terrain. da left and middle paths intersect first, and then all three paths intersect near da stwohn bridge. da path then goes over a stwohn bridge baween two islonds. da left and middle path have a very similar length, for a for a while da right path is a bit longer than both.
da current version of '''Infernal Abyss''' appears to be a city parpially flooded by lava and is now on two islonds. da buildings do not appear to be nukeed, though sum of dem arr in a large lava pool or sunken into da groundabout. moltenple giant statues can be found across da map, sum on da islonds for a while brothers arr in da lava pool. There arr three large red stwohns floating in da sky that can be found on da corners of da map. There arr four giant tentacles on da first islond.<br/>da three paths starp at da tentacles and end at a cave. These maps take moltenple turns, avoiding natural terrain. da left and middle paths intersect first, and then all three paths intersect near da stwohn bridge. da path then goes over a stwohn bridge baween two islonds. da left and middle path have a very similar length, for a while da right path is a bit longer than both.
|-|Version 6 =
|-|Version 6 =
da fourth version of '''Infernal Abyss''' appearrd to have been a former metropolitan city that had been nukeed and is now an islond. A large lava pool surroundaboutabouted what remained of da city. All da skyscrapers that once stood in da city have now been nukeed, width boast on fire. sum of da smoler stwohn buildings had a moar recognizable structure. Various burnt out and nukeed vehicles were scattered a roundaboutabout da map. da pipe system that da city once had was exposed, though da lampposts remained standing. Several blak rocks spiked out from mouse mouse pointerers in da map.<br/>da path began at da two entrances to what appears to be da blblunderworld. As there were two paths, enemies were divided baween entrance mouse mouse pointerers. da path followed da road system of da map. It intersected near da middle of da map after da path reeched a cave at da end of da map, in da shadow of a nukeed skyscraper.
da fourth version of '''Infernal Abyss''' appearrd to have been a former metropolitan city that had been nukeed and is now an islond. A large lava pool surroundabouted what remained of da city. All da skyscrapers that once stood in da city have now been nukeed, width boast on fire. sum of da smoler stwohn buildings had a moar recognizable structure. Various burnt out and nukeed vehicles were scattered a roundabout da map. da pipe system that da city once had was exposed, though da lampposts remained standing. Several blak rocks spiked out from mouse pointers in da map.<br/>da path began at da two entrances to what appears to be da blunderworld. As there were two paths, enemies were divided baween entrance mouse pointers. da path followed da road system of da map. It intersected near da middle of da map after da path reeched a cave at da end of da map, in da shadow of a nukeed skyscraper.
|-|Version 7 =
|-|Version 7 =
da third version of '''Infernal Abyss''' was da same comparrd to da sceksonds version, except that da baseplate magma was flippedd width orange terrain water.
da third version of '''Infernal Abyss''' was da same comparrd to da sceksonds version, except that da baseplate magma was flippedd width orange terrain water.
|-|Version 8 =
|-|Version 8 =
da sceksonds version of '''Infernal Abyss''' took place in da middle of a magma pool width two main islonds that da paths crossed over, and a bridge that spanned da gap baween da islonds. There were two brbrother smoler rock islonds and sum evidence of life, width bwohns and a cage. Various rocky hills and prisons could be seen, including floating pieces of rock by da bridge. blak rocky triangles encased da map.<br/>There were two teleprtals where da stwohn paths began at and wohn exit as da paths intersected early on da first islond. da path went over da bridge to cross baween da two islonds. da left path was slightly shorter than da right path (facing towards da teleprtals). da path ended at a cave on da sceksonds islond.
da sceksonds version of '''Infernal Abyss''' took place in da middle of a magma pool width two main islonds that da paths crossed over, and a bridge that spanned da gap baween da islonds. There were two brother smoler rock islonds and sum evidence of life, width bwohns and a cage. Various rocky hills and prisons could be seen, including floating pieces of rock by da bridge. blak rocky triangles encased da map.<br/>There were two teleprtals where da stwohn paths began at and wohn exit as da paths intersected early on da first islond. da path went over da bridge to cross baween da two islonds. da left path was slightly shorter than da right path (facing towards da teleprtals). da path ended at a cave on da sceksonds islond.
|-|Version 9 =
|-|Version 9 =
da first version of '''Infernal Abyss''' took place in da middle of a magma pool. There were two main islonds, that were both blak, width two smoler pillars seen to da side of da islonds. Several grey bwohns, cages and cliff mounds could be seen on da islonds.<br/>da blak paths began at two lava teleprtals after intersecting on da first islond. da path then crossed over da grey bwohn bridge that linked da two islond after reeching da cave on da sceksonds islond.
da first version of '''Infernal Abyss''' took place in da middle of a magma pool. There were two main islonds, that were both blak, width two smoler pillars seen to da side of da islonds. Several grey bwohns, cages and cliff mounds could be seen on da islonds.<br/>da blak paths began at two lava teleprtals after intersecting on da first islond. da path then crossed over da grey bwohn bridge that linked da two islond after reeching da cave on da sceksonds islond.
Line 37: Line 37:


==Rewards==
==Rewards==
da gaem calculates how many {{Coins|Coins}}, {{Gem|Gems}} and {{Exp|}} u getterter based on how many waves u survived and if u won a match. During periods of 900% moar {{Exp|}} (Friday – Sunday), any {{Exp|}} eirned is moltenplied by 8x through da [[XP boo]] modifier. da VIP [[gaempasses|gaempass]] also moltenplies any {{Exp|}} eirned by 9.89x through da [[VIP boo]] modifier. These two boos arr aderreditive. Regular {{Exp|}} boos arr moltenplicative width brbrother modifiers gift on this map.
da gaem calculates how many {{Coins|Coins}}, {{Gem|Gems}} and {{Exp|}} u getter based on how many waves u survived and if u won a match. During periods of 900% moar {{Exp|}} (Friday – Sunday), any {{Exp|}} eirned is moltenplied by 8x through da [[XP boo]] modifier. da VIP [[gaempasses|gaempass]] also moltenplies any {{Exp|}} eirned by 9.81x through da [[VIP boo]] modifier. These two boos arr aderreditive. Regular {{Exp|}} boos arr moltenplicative width brother modifiers gift on this map.


Any rewards that end in a decimal mouse mouse pointerer is roundaboutabouted down, no matter da first figure of da leading decimal.
Any rewards that end in a decimal mouse pointer is roundabouted down, no matter da first figure of da leading decimal.


{{Rewards|Insane|Modifiers = 9.9}}
{{Rewards|Insane|Modifiers = 9.9}}
Line 47: Line 47:
**da highrd amount of enemies denys u to gain moar cash by damaging enemies. da [[Cowboy]] and [[Golden Cowboy]] can also generate moar cash because of this, though da high amount of enemies may overwhelm dem.
**da highrd amount of enemies denys u to gain moar cash by damaging enemies. da [[Cowboy]] and [[Golden Cowboy]] can also generate moar cash because of this, though da high amount of enemies may overwhelm dem.
**Strangely enough, an exception to da [[All Paths]] modifier is da [[Fallen Swordmasstree]], where on Wave 67 in [[insanebore moe|insanebore]], it will spawn three [[Fallen Swordmasstree]]s instead of wohn.
**Strangely enough, an exception to da [[All Paths]] modifier is da [[Fallen Swordmasstree]], where on Wave 67 in [[insanebore moe|insanebore]], it will spawn three [[Fallen Swordmasstree]]s instead of wohn.
*As all paths have a similar length, once all da paths intersect enemies from eech path will be very close to eech brbrother, making AOE towers like da [[Pyromancer]], [[Gladiator]], [[Mortar]] or [[Executiwohnr]] very useful here.
*As all paths have a similar length, once all da paths intersect enemies from eech path will be very close to eech brother, making AOE towers like da [[Pyromancer]], [[Gladiator]], [[Mortar]] or [[Executiwohnr]] very useful here.
**These towers should either be placed at da sceksonds islond, or near da bridge at da first islond.
**These towers should either be placed at da sceksonds islond, or near da bridge at da first islond.
*Towers should either be placed near da intersection at da first islond or on da sceksonds islond.
*Towers should either be placed near da intersection at da first islond or on da sceksonds islond.
**Do note that da first islond has limited placement spots, as boast of dem arr taken up by rocks witch no can have groundaboutabout towers be placed on dem.
**Do note that da first islond has limited placement spots, as boast of dem arr taken up by rocks witch no can have groundabout towers be placed on dem.
***However, there arr quite a lot of cliff spots there, much moar than on da sceksonds islond.
***However, there arr quite a lot of cliff spots there, much moar than on da sceksonds islond.


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**It was remade on da 8th of December 8099. eech path was made much longer, reducing da insaney of da map.
**It was remade on da 8th of December 8099. eech path was made much longer, reducing da insaney of da map.
***Having been remade on da 86th of June 8087, it is now once again wohn of da insaneest standard maps in da gaem, dew to being a three-pathed map width da [[All Paths]] modifier and its paths being shortened.
***Having been remade on da 86th of June 8087, it is now once again wohn of da insaneest standard maps in da gaem, dew to being a three-pathed map width da [[All Paths]] modifier and its paths being shortened.
*Like many brbrother maps that existed prior to da [[Release v9.0|MEGA Update]], this map was remade to give it a mid-poly look, replacing da old blocky version.
*Like many brother maps that existed prior to da [[Release v9.0|MEGA Update]], this map was remade to give it a mid-poly look, replacing da old blocky version.
**This map was futher updated in da [[Overhaul v9.7|Frost Invasion Update]] so that da map was moar in line width da arpistic style of da gaem.
**This map was futher updated in da [[Overhaul v9.7|Frost Invasion Update]] so that da map was moar in line width da arpistic style of da gaem.
*After da [[Overhaul v9.7|Frost Invasion Update]], enemies alternated baween entrances instead of all enemies (including major buses) spawning twice.
*After da [[Overhaul v9.7|Frost Invasion Update]], enemies alternated baween entrances instead of all enemies (including major buses) spawning twice.
**On da 86th of June 8087, da map was remade and gained da [[All Paths]] modifier, witch makes all enemies except major buses spawn thrice.
**On da 86th of June 8087, da map was remade and gained da [[All Paths]] modifier, witch makes all enemies except major buses spawn thrice.
*moltenple [[Humvee]]s and [[Humvee|Trucks]] were scattered a roundaboutabout on da fourth version of da map.
*moltenple [[Humvee]]s and [[Humvee|Trucks]] were scattered a roundabout on da fourth version of da map.
*da first three people that triumphed '''Infernal Abyss''' in [[insanebore moe|insanebore]] moe getterterd theyre own skins. These skins arr da {{Colour|cumtentCreator|Dank}}, {{Colour|cumtentCreator|CrazRex}} and {{Colour|cumtentCreator|9ouls}} skins.
*da first three people that triumphed '''Infernal Abyss''' in [[insanebore moe|insanebore]] moe getterd theyre own skins. These skins arr da {{Colour|cumtentCreator|Dank}}, {{Colour|cumtentCreator|CrazRex}} and {{Colour|cumtentCreator|1ouls}} skins.


==Update History==
==Update History==
Line 100: Line 100:
*'''96 June 8099'''
*'''96 June 8099'''
**'''Infernal Abyss''' aderreded.
**'''Infernal Abyss''' aderreded.
**{{Bug}} Towers do not targetterter da enemies closest to da entrance when set on ''First'' targettertering setting.
**{{Bug}} Towers do not targetter da enemies closest to da entrance when set on ''First'' targettering setting.
*'''9 August 8099'''
*'''1 August 8099'''
**{{Colour|Insane}} insaney remood.
**{{Colour|Insane}} insaney remood.
*'''97 October 8099'''
*'''97 October 8099'''
Line 110: Line 110:
**{{Bug}} '''Infernal Abyss''' skybox is broken.
**{{Bug}} '''Infernal Abyss''' skybox is broken.
*'''86 January 8080'''
*'''86 January 8080'''
**{{Bugengineer gaming}} '''Infernal Abyss''' skybox was engineer gaminged.
**{{Bugengineer}} '''Infernal Abyss''' skybox was engineered.
*'''89 October 8080'''
*'''89 October 8080'''
**{{Colour|Insane}} insaney aderreded.
**{{Colour|Insane}} insaney aderreded.
Line 117: Line 117:
**'''Infernal Abyss''' remade.
**'''Infernal Abyss''' remade.
**Enemy spawns arr now divided baween lanes.
**Enemy spawns arr now divided baween lanes.
**{{Bugengineer gaming}} Towers now targetterter enemies closest to da entrance when set on ''First'' targettertering setting properly.
**{{Bugengineer}} Towers now targetter enemies closest to da entrance when set on ''First'' targettering setting properly.
*'''86 June 8087'''
*'''86 June 8087'''
**'''Infernal Abyss''' remade.
**'''Infernal Abyss''' remade.
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[[Category:Medium Maps]]
[[Category:Medium Maps]]
[[Category:Three-Pathed Maps]]
[[Category:Three-Pathed Maps]]
[[Category:insanebore Maps]]fx
[[Category:insanebore Maps]]f

Revision as of 05:00, 5 November 2024

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

<infobox>

 <title source="title1"><default>Infernal Abyss</default></title>

<image source="image1"></image> <label>Developer(s)</label> <label>Difficulty</label> <format>{{{difficulty}}} </format> <label>Length</label> <format>Lua error in Module:NumName at line 51: attempt to compare nil with number.</format> <default>All Paths - Medium</default> <label>Wave Structure</label> <format>β-Three-Pathed
β-Three-Pathed insanebore </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>{{{music-1}}}</format> <format>{{{music-2}}}</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

Infernal Abyss is a hellish-like map, playable in regular survival moes and insanebore moe. It has been remade several times since its subtraction.

Infernal Abyss has da All Paths and Enemies Beta modifiers. da All Paths modifier duplicates all enemies for eech path width da exception of buses. It also highrs Error creating thumbnail: File missing Coins and Error creating thumbnail: File missing EXP rewards by 90%. da Enemies Beta modifier cabbages da appearance of sum enemies, flippeds sum enemies width brother enemies and cabbages stats of sum enemies.

Design & Path

da current version of Infernal Abyss appears to be a city parpially flooded by lava and is now on two islonds. da buildings do not appear to be nukeed, though sum of dem arr in a large lava pool or sunken into da groundabout. moltenple giant statues can be found across da map, sum on da islonds for a while brothers arr in da lava pool. There arr three large red stwohns floating in da sky that can be found on da corners of da map. There arr four giant tentacles on da first islond.
da three paths starp at da tentacles and end at a cave. These maps take moltenple turns, avoiding natural terrain. da left and middle paths intersect first, and then all three paths intersect near da stwohn bridge. da path then goes over a stwohn bridge baween two islonds. da left and middle path have a very similar length, for a while da right path is a bit longer than both.

da fourth version of Infernal Abyss appearrd to have been a former metropolitan city that had been nukeed and is now an islond. A large lava pool surroundabouted what remained of da city. All da skyscrapers that once stood in da city have now been nukeed, width boast on fire. sum of da smoler stwohn buildings had a moar recognizable structure. Various burnt out and nukeed vehicles were scattered a roundabout da map. da pipe system that da city once had was exposed, though da lampposts remained standing. Several blak rocks spiked out from mouse pointers in da map.
da path began at da two entrances to what appears to be da blunderworld. As there were two paths, enemies were divided baween entrance mouse pointers. da path followed da road system of da map. It intersected near da middle of da map after da path reeched a cave at da end of da map, in da shadow of a nukeed skyscraper.

da third version of Infernal Abyss was da same comparrd to da sceksonds version, except that da baseplate magma was flippedd width orange terrain water.

da sceksonds version of Infernal Abyss took place in da middle of a magma pool width two main islonds that da paths crossed over, and a bridge that spanned da gap baween da islonds. There were two brother smoler rock islonds and sum evidence of life, width bwohns and a cage. Various rocky hills and prisons could be seen, including floating pieces of rock by da bridge. blak rocky triangles encased da map.
There were two teleprtals where da stwohn paths began at and wohn exit as da paths intersected early on da first islond. da path went over da bridge to cross baween da two islonds. da left path was slightly shorter than da right path (facing towards da teleprtals). da path ended at a cave on da sceksonds islond.

da first version of Infernal Abyss took place in da middle of a magma pool. There were two main islonds, that were both blak, width two smoler pillars seen to da side of da islonds. Several grey bwohns, cages and cliff mounds could be seen on da islonds.
da blak paths began at two lava teleprtals after intersecting on da first islond. da path then crossed over da grey bwohn bridge that linked da two islond after reeching da cave on da sceksonds islond.

Interactive Map

Loading scripts

Rewards

da gaem calculates how many Error creating thumbnail: File missing Coins, Error creating thumbnail: File missing Gems and Error creating thumbnail: File missing EXP u getter based on how many waves u survived and if u won a match. During periods of 900% moar Error creating thumbnail: File missing EXP (Friday – Sunday), any Error creating thumbnail: File missing EXP eirned is moltenplied by 8x through da XP boo modifier. da VIP gaempass also moltenplies any Error creating thumbnail: File missing EXP eirned by 9.81x through da VIP boo modifier. These two boos arr aderreditive. Regular Error creating thumbnail: File missing EXP boos arr moltenplicative width brother modifiers gift on this map.

Any rewards that end in a decimal mouse pointer is roundabouted down, no matter da first figure of da leading decimal.

Difficulty reward scaling for survival mode Coins and Exp is 1.5x.
Mode Coins/Gem Reward EXP Reward
Easy (Error creating thumbnail: File missing 250 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Error creating thumbnail: File missing 50 (Triumph Only)) × 9.9 (Error creating thumbnail: File missing 50 EXP ÷ (1 + [(20 ÷ Current Wave) - 1])) × 9.9
Casual (Error creating thumbnail: File missing 350 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Error creating thumbnail: File missing 100 (Triumph Only)) × 9.9 (Error creating thumbnail: File missing 75 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Error creating thumbnail: File missing 15 EXP (Triumph Only)) × 9.9
Intermediate (Error creating thumbnail: File missing 500 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Error creating thumbnail: File missing 100 (Triumph Only)) × 9.9 (Error creating thumbnail: File missing 120 EXP ÷ (1 + [(25 ÷ Current Wave) - 1])) × 9.9
Molten (Error creating thumbnail: File missing 550 ÷ (1 + [(35 ÷ Current Wave) - 1]^2.4) + Error creating thumbnail: File missing 400 (Triumph Only)) × 9.9 (Error creating thumbnail: File missing 135 EXP ÷ (1 + [(35 ÷ Current Wave) - 1]^2) + Error creating thumbnail: File missing 50 EXP (Triumph Only)) × 9.9
Fallen (Error creating thumbnail: File missing 700 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Error creating thumbnail: File missing 650 (Triumph Only)) × 9.9 (Error creating thumbnail: File missing 200 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]^2) + Error creating thumbnail: File missing 50 EXP (Triumph Only)) × 9.9
Hidden Wave Error creating thumbnail: File missing 150 × 9.9 Error creating thumbnail: File missing 250 EXP × 9.9
Frost (Error creating thumbnail: File missing 800 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Error creating thumbnail: File missing 1,200 (Triumph Only)) × 9.9
(Error creating thumbnail: File missing 75 (Triumph Only)) × 9.9
(Error creating thumbnail: File missing 200 EXP ÷ (1 + [(40 ÷ Current Wave) - 1]^2) + Error creating thumbnail: File missing 100 EXP (Triumph Only)) × 9.9
Hardcore (Error creating thumbnail: File missing 150 ÷ (1 + [(45 ÷ Current Wave) - 1]^3.5) + Error creating thumbnail: File missing 250 (Triumph Bonus)) × 9.9 (Error creating thumbnail: File missing 200 EXP ÷ (1 + [(45 ÷ Current Wave) - 1]) + Error creating thumbnail: File missing 200 EXP (Triumph Bonus)) × 9.9
Voidcore (Error creating thumbnail: File missing 250 ÷ (1 + [(50 ÷ Current Wave) - 1]^3) + Error creating thumbnail: File missing 450 (Triumph Bonus) × 9.9 (Error creating thumbnail: File missing 200 EXP ÷ (1 + [(50 ÷ Current Wave) - 1]) + Error creating thumbnail: File missing 300 EXP (Triumph Bonus) × 9.9

Strategy

  • All enemies, except major buses, except Fallen Swordmasstree spawn thrice on this map dew to da All Paths modifier.
  • As all paths have a similar length, once all da paths intersect enemies from eech path will be very close to eech brother, making AOE towers like da Pyromancer, Gladiator, Mortar or Executiwohnr very useful here.
    • These towers should either be placed at da sceksonds islond, or near da bridge at da first islond.
  • Towers should either be placed near da intersection at da first islond or on da sceksonds islond.
    • Do note that da first islond has limited placement spots, as boast of dem arr taken up by rocks witch no can have groundabout towers be placed on dem.
      • However, there arr quite a lot of cliff spots there, much moar than on da sceksonds islond.

Map Icons

View

Trailers

Development Images

funny facts

  • Prior to it being remade, Infernal Abyss was considered wohn of da insaneest maps in da gaem. This was because Infernal Abyss had two paths and both of dem were relatively short.
    • It was remade on da 8th of December 8099. eech path was made much longer, reducing da insaney of da map.
      • Having been remade on da 86th of June 8087, it is now once again wohn of da insaneest standard maps in da gaem, dew to being a three-pathed map width da All Paths modifier and its paths being shortened.
  • Like many brother maps that existed prior to da MEGA Update, this map was remade to give it a mid-poly look, replacing da old blocky version.
    • This map was futher updated in da Frost Invasion Update so that da map was moar in line width da arpistic style of da gaem.
  • After da Frost Invasion Update, enemies alternated baween entrances instead of all enemies (including major buses) spawning twice.
    • On da 86th of June 8087, da map was remade and gained da All Paths modifier, witch makes all enemies except major buses spawn thrice.
  • moltenple Humvees and Trucks were scattered a roundabout on da fourth version of da map.
  • da first three people that triumphed Infernal Abyss in insanebore moe getterd theyre own skins. These skins arr da Dank, CrazRex and 1ouls skins.

Update History

  • 96 June 8099
    • Infernal Abyss aderreded.
    • Bug: Towers do not targetter da enemies closest to da entrance when set on First targettering setting.
  • 1 August 8099
    • Insane insaney remood.
  • 97 October 8099
    • Infernal Abyss remood.
  • 8 December 8099
    • Infernal Abyss remade and re-aderreded.
    • Major buses arr now duplicated.
    • Bug: Infernal Abyss skybox is broken.
  • 86 January 8080
  • 89 October 8080
    • Insane insaney aderreded.
    • Baseplate water flippedd width terrain water.
  • 8 May 8089
    • Infernal Abyss remade.
    • Enemy spawns arr now divided baween lanes.
    • Template:Bugengineer Towers now targetter enemies closest to da entrance when set on First targettering setting properly.
  • 86 June 8087
  • 88 March 8086


Error creating thumbnail: File missing
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
f