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Maze Escape

A new maze dimension with moving wall, mobs and much more...
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maze_escape-0.0.4.jar

File namemaze_escape-0.0.4.jar
Uploaded
Sep 27, 2026
Downloads
18
Size
548.7 KB
Mod Loaders
NeoForge
File ID
8990788
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:maze-escape-1712989:8990788"

Learn more about Curse Maven

What's new

Maze Escape – The Sector Update (Beta)

A new world is required. Existing worlds keep their old layout and will not generate sectors, puzzle rooms or themes.

The Outer Rings: Ring Road & 8 Sectors

  • Ring Road – a wide, free circular road now separates the classic maze from the outer area.
  • 8 Sectors – the outer rings are divided into eight sealed sectors, each reachable only through its own gate. Sector walls do not shift; instead, the sectors have their own mechanics (see below).
  • Sector Themes – every sector has its own look, randomly assigned per world:
    • Frostwatch – snow, packed ice, spruce
    • Red Canyons – layered terracotta, red sand, acacia
    • Green Hell – moss, ferns, jungle wood
    • Mirelands – mud, mangrove roots, mud bricks
    • Deep Silence – deepslate and sculk
    • Fungal Gardens – mycelium, mushrooms
    • Sand Ruins – sand and sandstone, birch
    • Blossom Grove – grass, pink petals, cherry
  • Rooms inside a sector adopt its theme, so you get snowy spruce villages, acacia villages on red sand and more.
  • A title shows the sector number and name whenever you enter a sector.
  • Sparse sculk patches with sculk sensors now appear in all sectors.

Sector Gates

  • Each sector gate is a pair of massive towers rising far above the maze walls, with a tall, narrow passage between them.
  • The left tower carries the sector number, the right tower a sector plate (S1–S8).
  • Daily gate schedule: only half of the sectors are open each day (odd sectors one day, even sectors the next).
  • Closed gates are sealed by a tuff bulkhead that sinks into the floor when the gate opens and rises again when it closes.

Timed Walls

  • Every sector contains timed walls at real chokepoints – when they are closed, there is no way around them.
  • Each timed wall is open either by day or by night, so every area can be reached at some point each day.
  • Timed walls sink into and rise from the floor with sound and a light screen shake.

Symbol Courts

  • The symbol rooms have been replaced by symbol courts: a walled courtyard with a detailed, 23-block-tall symbol pillar.
  • The rune is visible on all four sides of the pillar, with the sector number above it.
  • Each court is closed by a portcullis and opens only on its day of an 8-day cycle (court 1 on cycle day 1, and so on).
  • A Symbol Key opens the court permanently on any day.
  • Sector compasses (dropped by Wardens) now point to the sector gate from outside and switch to the symbol court once you enter the sector.

Puzzle Rooms & the Key Chain

Every sector now has a guaranteed chain:

  1. Key room (puzzle or jump'n'run) → Sector Key
  2. Sector Key opens the sector's Vault → contains the Symbol Key
  3. Symbol Key opens the Symbol Court permanently

Keys are bound to their sector and are consumed when used.

Eight puzzle types (each sector picks one as its key room, plus up to two extra puzzle rooms with regular loot):

  • Chasm Parkour – jump to an island across a chasm. Six jump patterns (pillars, stepping stones, stairs, beam, zigzag, floating slabs). Only one path is complete. The chasm is either lethal or water-filled with ladders back up.
  • Pressure Plates – step on four plates in the right order. Lit candles mark the correct plates; the order is found by sound.
  • Levers – five levers, five lamps. Each lever toggles its own lamp and the next one. Light all lamps.
  • Buttons – press four colored buttons in order. The hint wall encodes the order by height.
  • Hedge Maze – a small maze of tall hedges with the chest in the middle.
  • Ruin Climb – climb up ruined wall steps along the walls, or a spiral staircase around a central tower.
  • Pillar Forest (hard) – single pillars in zigzag rows over a lethal pit, with long sprint jumps.
  • Floating Stairs (hard) – unsupported floating blocks spiraling upward over a lethal pit.

The two hard jump rooms reward you with an additional chest of elite loot (diamonds, enchanted gear, golden apples, rare totems and enchanted golden apples).

A More Natural, Older Maze

  • Collapsed walls are now real breaches: deepest in the middle, jagged and weathered at the edges, with rubble spilling into the corridor.
  • Overgrowth follows the actual wall height – no more floating leaves above breaches.
  • Hanging foliage now has gaps and vine strands, and occasional vine arches span corridors with dangling vines.
  • New Maze Vines block: looks like vanilla vines but does not grow and cannot be climbed.
  • Hiding niches are now 2×2 moss-covered crevices and can no longer break through a wall.
  • Room surroundings blend into the corridors: each room's materials spread outward into the nearby floor and walls (netherrack around nether rooms, sand around dig sites, and so on).
  • Sector divider walls and the ring road walls are taller, with grooves and bands.

Traps & Resources

  • Corridor pits now collapse properly (previously only pits in pitfall rooms did).
  • Half of all corridor pits have a water bottom and an escape ladder shaft with a hatch leading back to the corridor – the other half remain lethal.
  • Dig sites regrow like ore rooms: mined sand turns into sandstone and gravel into tuff, and the original block (including suspicious sand/gravel) returns the next day.

Commands

  • /mazeescape sectors – overview of all 8 sectors: theme, gate status, symbol court (cycle day, open/closed), key room type and vault. All entries are clickable to teleport.
  • /mazeescape shift inside a sector now toggles that sector's timed walls.
  • /mazeescape rooms <type> supports the new room types (parkour, plates, levers, buttons, hedge, climb, pillars, ledges, vault).

Fixes

  • Monsters no longer spawn on top of maze walls, including collapsed ones.
  • Rooms inside sectors no longer have floating ceilings.
  • Sector themes no longer bleed into the ring road and the inner maze.
  • Puzzle and vault chests are no longer empty.
  • The ruin climb always ends on a solid platform with its reward chest.

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