The final map of the month, one that focuses heavily on tactical gameplay rather than artistic or aesthetic appeal. I envisioned a complex of underground halls separated by a deep chasm but linked by stone corridors and bridges. A large open area overlooking the abyss rounds out the map.
There are plenty of rooms, corridors, staircases, bends, blind spots, balconies, places to take cover, parapets, and fall hazards... have fun!