There were subtle differences between dungeon deathmatches and battles.
Besides the differing costs the winners and losers had to pay and the rewards they could obtain, another difference lay in the battlefield used by both sides.
Dungeon battles were highly customizable. Both sides could directly mass-produce troops and throw themselves into chaotic battle, or set layer upon layer of traps and explore slowly. There were also all sorts of strange, wildly imaginative ways to play.
For example, Red Fang had once faced a City Lord on a map that endlessly generated floating landmasses. Yet the rule was neither map exploration nor mass troop combat, but for both sides to control identical monsters and jump back and forth across the continuously appearing floating landmasses. Whoever fell first lost.
That battle was once voted by the City Lords as the "Most Peaceful Dungeon Battle of the Year."
But regardless of the form of battle, it ultimately came down to one decisive factor—the map.
The deathmatch map was selected by the challenged side from its own resource pool. This was a major advantage for the challenged party, so few people would rashly initiate a deathmatch without thorough preparations.
Battle maps, on the other hand, were easy to negotiate. Either side could choose one, or they could each contribute half and piece together a map. Even the rules for victory and defeat could be customized. The freedom was obvious.
For the battle between Sain Underground City and Blazing Flame Dungeon, both City Lords left the selection to the dungeon's random choice. Either option would have been fine.
Gong Qiying had no intention of repeating Corruption Lake or Abyssal Frenzied Flame, those kinds of pollution bombs. His goal now was not to kill the other side like when he had fought Calamity Nest Dungeon.
There