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A survival adventure in a shifting labyrinth, a burning desert and an abandoned bunker.

Maze Escape

A survival adventure in its own dimension - survive a labyrinth whose walls move every night, crack the exit code, cross a burning desert and fight your way through an abandoned bunker to get back home.

Overview

Maze Escape adds a separate dimension that players enter through a single elevator at world spawn. The journey is split into three parts:

  • The Maze - a Glade surrounded by rings of moving walls, rooms, traps and night-time Watchers
  • The Scorch - an endless desert behind the maze with ruined cities, heat, sandstorms and hordes
  • The Old Bunker - a three-level dungeon far out in the desert that holds the way back home

The dimension is shared by all players on a server. There is one maze, one exit code and one bunker per world.

Supported environment

  • Minecraft 1.21.1
  • NeoForge
  • No dependencies
  • Mod ID: maze_escape

Getting started

A single elevator is placed 24 blocks east of the world spawn the first time the server starts. Pull the lever inside the cabin and every player standing in the cabin rides down together. You arrive in the Box in the middle of the Glade. The lid opens after a moment.

Your inventory, experience and effects travel with you in both directions by default. This can be changed to separate inventories per world in the config.

To return home, either escape the maze and reach the lever at the bottom of the Old Bunker, or ask an operator to use /mazeescape leave.

World layout

The dimension is built around the Glade at 0 / 0. Every sector is 128 × 128 blocks.

ZoneSizeDescription
Glade1 sectorSafe centre with the Box, a pond, fields, trees and caves below
Maze5 rings of sectorsMoving walls, rooms and traps. Gets harder with every ring
Outer wall12 blocks thickSurrounds the maze. Can only be passed through the exit gate
Outer yard64 blocksFlat strip with watchtowers, fences, containers and generators
The ScorchEndlessDesert with cities, highways, caves and the Old Bunker

Maze walls are 47 blocks high and cannot be broken. An invisible ceiling above the walls prevents players from walking on top of them. Players can only build in the Glade, in shelters, in villages and in the Scorch.

Day and night

The maze runs on its own clock, independent from the Overworld.

PhaseDefault lengthWhat happens
Day12000 ticks (10 min)Gates are open, Watchers are underground
Warninglast 30 seconds of the dayA bell rings in the Glade
Night8000 ticks (6 min 40 s)Gates close, walls move, Watchers emerge

Carry a clock anywhere in your inventory to see a countdown until the gates close or open in the action bar.

Shifting walls

At the start of every night, wall segments in every sector slide one cell into a new position. Each sector follows a movement cycle of 8 nights: the walls move further for the first half and return along the same path in the second half.

The ground where walls have moved shows how long ago the last movement happened:

Nights since the wall movedGround
0Packed mud and coarse dirt
1Coarse dirt and rooted dirt
2Rooted dirt and moss
3 or moreFully overgrown with grass, ferns and bushes

From ring 3 outward, wide boulevards cross the sectors and never change.

Rooms

Rooms are placed inside the maze and never move.

RoomDescription
LootOld library with bookshelves, chests and barrels
SpawnerDark dungeon with a mob spawner and bones
NetherNether fortress corner with farmland and a brewing stand
LavaRuined portal with obsidian, basalt and eternal fire
OreMine shaft with ores that grow back over time
QuarryExcavation site with suspicious sand and gravel to brush
PitfallMoss carpet over a deadly 26 block drop onto dripstone
ShelterSafe spot with an azalea hedge, a crafting table and a chest
VillageSmall settlement. Villagers appear when a player comes close
SymbolTemple with one rune and its number for the exit code
ExitThe exit terminal in front of the outer wall

Traps

Quiet corridors can contain spike traps, arrow traps and small corridor pits - 3 × 3 patches of moss over a hole. Traps become more common in the outer rings.

Watchers

Watchers are wardens that dig their way out of the ground at night and burrow back down at sunrise.

PropertyDefault
Health120
Melee damage12
Sonic boomDisabled
Maximum per player1 in rings 1 and 2, 2 from ring 3 outward
Maximum in the whole maze12

Watchers only emerge in quiet corridors, never in rooms or the Glade.

Drops: a rune compass pointing to one of the symbol rooms, and with a 25 % chance an exit compass.

Sculk infection

A hit from a Watcher infects the player or raises the infection by one stage. Untreated, the infection advances by one stage every 5 minutes.

StageEffects
1Darkness pulses and sculk particles
2Adds Slowness I and Mining Fatigue
3Adds Slowness II, Weakness, Hunger and damage every 4 seconds. No longer wears off
  • Damage stops at half a heart by default. The infection can be made lethal in the config.
  • Players at the last stage infect players standing within 2.5 blocks with a 5 % chance per second.
  • Only a golden apple cures the infection. Milk has no effect.

Compasses

CompassPoints toHow to get it
Glade compassThe GladeSupply chests in the maze
Rune compassOne symbol roomDropped by Watchers
Exit compassThe exit terminal25 % chance from Watchers
Bunker compassThe entrance of the Old BunkerGiven when entering the Scorch for the first time

All compasses spin during a sandstorm while the player is under the open sky.

Escaping the maze

  1. Find the 8 symbol rooms in rings 2 to 5. Each one shows a rune and a number.
  2. The number tells you the position of that rune in the exit code.
  3. Enter the runes in the right order at the exit terminal.
  4. The exit gate in the outer wall opens for everyone and stays open.
  5. Walk through the tunnel into the Scorch.

The Scorch

An endless desert under an orange sky.

  • Terrain - dunes, hills, mesas, red sand and burnt land, with caves and ores below
  • Ruined cities - small, medium and large cities with streets, collapsed buildings, leaning towers and steel skeletons. Sand dunes cover the edges. Chests on the upper floors contain loot
  • Lonely towers - two to five single ruins stand around every city
  • Highways - elevated roads on pillars connect neighbouring cities, with collapsed sections and parts buried under dunes
  • Outer yard - watchtowers, fences, containers, generators, floodlights and barricades along the maze wall

Heat

During the day, standing in direct sunlight in the Scorch builds up heat. One point of heat equals one second of blazing sun without protection.

A player is exposed when it is day, the player is in the Scorch, the sky is visible from eye level and the player is not in water or rain. Any block above the player's head counts as shade. Outside the sun, heat drops by 3 points per second.

HeatStageEffects
2401Hunger
4202Adds Slowness and Weakness
6003 - Heat strokeAdds 1 damage every 4 seconds

The maximum is 720. Heat stroke is lethal by default and can be limited to one heart in the config.

Protection is worn in any armour slot. The best piece counts.

SourceEffect
Any helmetHeat builds up 50 % slower
Items in maze_escape:heat_immuneNo heat at all

Cooling happens when eating or drinking.

ItemCooling
Water bottle250 (about 4 min of sun)
Any other potion150 (about 2½ min)
Milk bucket150
Honey bottle, melon slice, sweet berries, glow berries, apple60 (about 1 min)

Sandstorms

  • A sandstorm starts every 15 to 30 minutes and lasts 2 to 4 minutes
  • A warning appears in the action bar 20 seconds before it starts
  • Outside: thick sand fog with a view distance of about 18 blocks, wind sounds, blowing sand, Slowness at full strength and spinning compasses
  • Under a roof the storm is barely noticeable
  • Additional husks appear around players who are caught outside

Hordes

  • In the deep Scorch, groups of 2 to 4 husks and skeletons hunt players who are under the open sky
  • Chance every 30 seconds: 40 % at night, 12 % during the day
  • Husks in a horde have Speed I
  • No new horde spawns while 10 or more monsters are within 40 blocks

Sleeping

Beds work only in the Glade and in the Scorch. When every player in the dimension is asleep, the maze clock skips to the next morning. Sleeping in a bed also sets your respawn point.

The Old Bunker

The Old Bunker lies 1200 to 2100 blocks outside the outer wall and never inside a city. It is built the first time a player comes within 200 blocks. Use the bunker compass to find it.

A half-buried outpost marks the entrance. Stairs lead down into three levels.

LevelRooms
1 - StaffAirlock, armory, dormitory, mess hall, med bay
2 - TestsCheckpoint, column hall, laboratory, generator room, arena, vault room
3 - CoreCell block, archive, cooling room, reactor, control room

Blast doors

Every level is blocked by blast doors. A door opens once every trial spawner in front of it has been cleared. Standing in front of a closed door shows how many trial chambers are left.

DoorOpens after
Level 1, before the stairs5 trial spawners in the armory, dormitory, mess hall and med bay
Level 2, before the arena4 trial spawners in the laboratory and the generator room
Level 2, before the vault room4 trial spawners in the arena
Level 3, before the reactor4 trial spawners in the cell block, archive and cooling room
Level 3, before the control roomDefeating the Reactor Warden

Trial spawners drop trial keys that open the vaults on level 2. Trial spawners do not react to players in Creative mode.

The Reactor Warden

The final boss digs out of the ground when a player enters the reactor room.

PropertyValue
Health300
Melee damage18
Sonic boomDisabled

After it is defeated, the last door opens. Pull the lever in the control room to return to the elevator in the Overworld.

Protection

The whole bunker area is protected in Survival mode:

  • Blocks cannot be broken or placed, except torches and lanterns
  • Explosions do not destroy any blocks
  • Ender pearls and chorus fruit do not work inside or into the bunker

Advancements

AdvancementHow to get it
Maze EscapeEnter the maze
SurvivorBe out in the maze when the sun rises
Safe HavenCrawl into a shelter or a village
Watcher HunterDefeat a Watcher
AntidoteCure the sculk infection with a golden apple
The First SignFind a symbol room
Rune ReaderVisit all symbol rooms
Code CrackedEnter the right code at the terminal
Escaped!Step into the Scorch
SunstrokeReach the first heat stage
Cool HeadCool down with a water bottle
WeatheredSurvive a sandstorm outside
NightwalkerSurvive a night in the deep Scorch
Door by DoorBe near when a blast door opens
Reactor WardenBe near when the Reactor Warden is defeated
Last StopPull the lever at the end of the bunker

Configuration

All settings are in config/maze_escape-common.toml.

SectionSettingDefaultDescription
mazerings5Number of sector rings around the Glade
mazesectorBoundaryOpenings3Passages between two neighbouring sectors
mazeloopChance0.08Chance for loops inside a sector
cycledayLength12000Length of a maze day in ticks
cyclenightLength8000Length of a maze night in ticks
cyclegateWarningSeconds30Warning bell before nightfall
shiftingsectorsPerNight256Sectors that shift every night
shiftingpatternCycle8Nights in a movement cycle
shiftingwallMovesPerNight12Wall segments moving per sector and night
shiftingblocksPerTick8192Block changes per tick while rebuilding
animationwallStepTicks10Ticks per step of a sliding wall
animationgateStepTicks40Ticks per step of the Glade gates
animationanimationRange96Distance in which walls are animated
animationmaxAnimatedMoves48Walls sliding at the same time
playersseparateInventoriesfalseSeparate inventory per world
playerskeepMazeInventorytrueKeep the maze inventory between visits
watcherswatcherMinRing1Innermost ring with Watchers
watcherswatchersPerPlayer2Watchers per player from ring 3 outward
watchersmaxWatchers12Watchers in the whole maze
watcherswatcherHealth120.0Watcher health
watcherswatcherDamage12.0Watcher melee damage
watchersexitCompassChance0.25Chance for an exit compass drop
infectioninfectionEnabledtrueWatcher hits cause the infection
infectioninfectionStageSeconds300Seconds until the next stage
infectioninfectionLethalfalseWhether the infection can kill
infectioninfectionSpreadChancePerSecond0.05Chance to infect nearby players
sandstormsandstormEnabledtrueEnable sandstorms
sandstormsandstormMinPauseMinutes15Shortest pause between storms
sandstormsandstormMaxPauseMinutes30Longest pause between storms
sandstormsandstormMinDurationSeconds120Shortest storm
sandstormsandstormMaxDurationSeconds240Longest storm
scorchheatEnabledtrueEnable heat
scorchheatLethaltrueWhether heat stroke can kill
scorchhordesEnabledtrueEnable desert hordes

Changing rings, patternCycle or wallMovesPerNight after the maze was created breaks the existing maze. Regenerate it afterwards.

Commands

All commands require operator permission level 2 and live under /mazeescape.

CommandEffect
/mazeescape enterEnter the maze
/mazeescape leaveLeave the maze
/mazeescape infoShow ring, sector, cell, room and generation
/mazeescape timeShow the current day, phase and remaining time
/mazeescape dayStart the day
/mazeescape nightStart the night and shift the sectors
/mazeescape shiftShift the sector you are standing in
/mazeescape rebuildgladePlace the Glade structures again
/mazeescape codeShow the exit code
/mazeescape exitTeleport to the exit terminal
/mazeescape rooms [type]List nearby rooms with clickable teleports
/mazeescape pitsList nearby corridor pits
/mazeescape compass gladeGet a glade compass
/mazeescape compass exitGet an exit compass
/mazeescape compass symbol [number]Get one or all rune compasses
/mazeescape sandstorm startStart a sandstorm
/mazeescape sandstorm stopLet the current sandstorm fade out
/mazeescape bunker tpTeleport to the bunker entrance
/mazeescape bunker openOpen all blast doors
/mazeescape regenerateSchedule a brand new maze for the next server start
/mazeescape regenerate confirmConfirm the regeneration
/mazeescape regenerate cancelCancel a scheduled regeneration

Data-driven content

Item tags

TagEffectDefault content
maze_escape:heat_resistantHeat builds up 50 % slower while worn#minecraft:head_armor
maze_escape:heat_immuneNo heat while wornEmpty
maze_escape:cooling_strongCools by 250 when eaten or drunkEmpty
maze_escape:cooling_mediumCools by 150 when eaten or drunkMilk bucket
maze_escape:cooling_lightCools by 60 when eaten or drunkHoney bottle, melon slice, sweet berries, glow berries, apple

Tags are located at data/maze_escape/tags/item/. Cooling tags only work on items that are eaten or drunk.

Recipes

Maze Escape adds a cheaper empty map recipe: 4 paper and 1 coal or charcoal, shapeless. The vanilla recipe keeps working.

Loot tables

Loot tableUsed in
maze_escape:chests/suppliesMaze loot rooms
maze_escape:chests/nether_suppliesNether rooms
maze_escape:chests/dig_siteQuarries
maze_escape:chests/scorch_ruinsCities, containers and the bunker outpost
maze_escape:chests/bunker_medicalMed bay in the bunker

Tooltips

Items that work differently in the maze or the Scorch show a short hint in their tooltip, grouped by category. Hold Shift to see the details. Tooltips for heat protection and cooling are generated automatically from the tags and interfaces, so modded items added this way show the correct values as well.

Troubleshooting

The first blast door in the bunker does not open

The door only opens after all 5 trial spawners on level 1 have been cleared. Trial spawners ignore players in Creative mode, so switch to Survival mode to start the waves. For testing, /mazeescape bunker open opens every door.

The bunker is not there

The bunker is only built when a player comes within 200 blocks of it. Follow the bunker compass, or use /mazeescape bunker tp.

My compass is spinning

A sandstorm is active. Step under a roof and the compass points correctly again.

I can't sleep in my bed

Beds only work in the Glade and in the Scorch. Inside the maze, shelters and villages do not allow sleeping.

Walls did not change after the night

Sectors far away from players are rebuilt when their chunks are loaded again. Only walls within 96 blocks of a player are animated.

Frequently asked questions

Is the maze the same for everyone?

Yes. All players on a server share one maze, one exit code and one bunker.

Do I lose my items when entering the maze?

No. By default, inventory, experience and effects travel with you in both directions. With separateInventories enabled, each world has its own inventory.

Can I create a new maze?

Yes. Use /mazeescape regenerate and confirm it. The maze dimension is deleted and created again on the next server start.

Does the exit stay open?

Yes. Once the right code has been entered, the exit gate stays open for every player.

Does the sculk infection follow me into the Overworld?

Yes, when inventories are shared, effects are shared as well. A golden apple cures it anywhere.

For developers

Maze Escape exposes a small API for heat protection and cooling. Only reference the classes in net.veroxuniverse.maze_escape.api - all other classes may change between versions.

Heat protection

Implement HeatProtectingItem on any item that can be worn in an armour slot.

public class DustMaskItem extends ArmorItem implements HeatProtectingItem {

    public DustMaskItem(Holder<ArmorMaterial> material, Type type, Properties properties) {
        super(material, type, properties);
    }

    @Override
    public float heatFactor(ItemStack stack) {
        return 0.25F;
    }
}

The factor is the share of heat that still reaches the player: 1.0 means no protection, 0.5 half the heat and 0.0 full immunity. The interface takes priority over the item tags.

Cooling

Implement CoolingItem on any item that is eaten or drunk.

public class IceTeaItem extends Item implements CoolingItem {

    public IceTeaItem(Properties properties) {
        super(properties);
    }

    @Override
    public int cooling(ItemStack stack) {
        return 200;
    }
}

Reading and changing heat

float heat = ScorchHeat.get(player);
ScorchHeat.set(player, heat - 100.0F);
float factor = ScorchHeat.protectionFactor(player);
int cooling = ScorchHeat.cooling(stack);
MethodReturns
ScorchHeat.get(Player)Current heat of the player
ScorchHeat.set(Player, float)Sets the heat, clamped between 0 and 720
ScorchHeat.itemFactor(ItemStack)Heat factor of a single item
ScorchHeat.protectionFactor(LivingEntity)Best heat factor of all worn armour
ScorchHeat.cooling(ItemStack)Cooling value of an item
ScorchHeat.isWaterBottle(ItemStack)Whether the item is a water bottle

The tag keys are available in MazeTags.

Disclaimer

Maze Escape is an unofficial fan-made Minecraft mod inspired by The Maze Runner. The Maze Runner and its characters, names, and related properties belong to James Dashner, his publishers, and 20th Century Studios. This project is not affiliated with or endorsed by James Dashner, his publishers, or 20th Century Studios.

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