Facility Breach [Resubmission]
Team or individual contributor name
Colebowl, GDMadman123, deedofdeath
Map Title
Facility Breach
Map Description
Facility Breach is a 1–2 player PvE progression map set in an abandoned research facility overtaken by hostile mobs.
You start in the Gear Room, where all upgrades can be purchased using gold nuggets earned from mob eliminations. Fight through 20 uniquely designed rooms that become progressively harder, then return to the Gear Room after each run to upgrade your loadout and push deeper into the facility.
Escaping the facility takes multiple runs, with each attempt helping you learn the rooms and upgrade your character. Facility Breach is built around repeated attempts, creating strong progression and replayability.
Gold nuggets can be converted into gold ingots or gold blocks, which are used to purchase weapons, perks, powerups, armor upgrades, pets, improved room rewards, and Flex Prestige upgrades.
The more you play, the more stacked you become, eventually giving you the power needed to escape the facility.
What do you love the most about your submission?
What I love most about our submission is how our team was able to push the boundaries of interior builds in so many different styles, while still keeping a consistent research facility theme throughout the map. I’m also very happy that we were able to offer a wide range of player upgrades, giving players multiple routes to choose from when deciding how they want to upgrade their character. In general, I believe this is a concept that hasn’t really been seen in Minecraft before, which makes me especially proud of what we created.
Links to album of screenshots, video trailer, or walkthrough for complex/long maps
https://drive.google.com/drive/u/3/folders/1Hd5yNo6W0yugMGAsTK4FANIN5LynndsH
Map download link & resource pack
https://drive.google.com/drive/u/3/folders/1PmKJ0AdG_WOsSyR-rVA8Cjsf6TuScfNe
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Changelog:
- Added a room for each villager in the Gear Room and expanded spawn
- Fixed the void not working in the Maintenance Corridor
- Added more detail to the Loading Bay
- Adjusted display entity amount at spawn to reduce lag
- Reworked mob spawn locations for balancing
- Removed unnecessary commands to combat lag issues
- Removed unused elements in the resourcepack to reduce file size