I feel like adding in chests that have random items would be cool. Like you have to find food and water as you go through the maze. Makes it more of a survival maze.
Haha a long term survival maze, oh man. I think I'd have to make it more visually interesting in there, too, or I'd lose my mind looking at all the sameness!
You know, as an additional victory emphasis, you could have it so that when you've got the challenges activated once you win it turns the power back on and drains the base again. A little bit of extra "Yay! You did it!" if you've got the extra challenges ticked on.
If your not careful and you noclip out of the the Crater you might find yourself in the hallways, where it’s nothing but the faint smell of bleach, the blindingness of stark white, the endless thumps of something outside the walls, and 20 Auroras worth of corridors to be trapped in If you hear something dieng just hope it’s only to lack of water
From time to time, you may find kelp from the world outside clipping though reality into the halls, these rare sea dwelling vines will be your only source of food and water.
This is an idea I haven't had, a maze using subnautica's base is such a simple but brilliant idea! Maybe you could have teleporters within the maze that would take you to different sections, giving the player the choice of a slow path forward where you remember the way back or the gamble or the portal which could advance you but with no bearing of your surroundings or easy way back to where you just were.
This is a blast from the past for me. Years and years ago, I made subnautica mazes, and I thought I was the only one who did that. It's great to see that concept fleshed out so much! Great job!
It'd've been cool if there were more little tidbits within the maze for survival purposes. Medkits spawning on walls occasionally to heal you up from the crashfish, which only respawn when power is on. Some form of basic sustenance (gel sacks? Something both in and out of water.). The spiders would've made a great roaming enemy for both water settings. Given Subnautica has 3D bases, allowing it to be vertical would be a fun nightmare, but would probably require optimizing base code to not lag so much unfortunately. This makes me really want to make a maze game again. The idea of an underwater survival maze is terrifying and I love it.
An idea for the maze game could be that you're in a sinking ship and have to make your way out as it floods, dunno how easy to implement that is but it's probably never done before
To hide the base creating itself (Like at 12:00), you could add a bulkhead at the entrance that automatically closes before generating the maze and opens back up once it's done. You could even make it so instead of opening automatically, the player has to open the bulkhead which starts the timer. I don't know how hard something like that could be to implement but it could be interesting.
Imagine if there was a fake exit that looked exactly like the real exit, but the sign didn't warp you back to start and there was like a dozen or so crashfish inside
So long as there was a hint that it wasn't the proper exit (like in The Exit 8 when you're in an anomalous passage), I'd be fine with that. "Turn Back Turn Back Turn Back Turn Back" - Visual in one of the anomalies, The Exit 8
Give dead ends a chance to spawn equipment, like better fins, more Oxygen tanks, medkits, maybe even a seaglide. A Flashlight might help too, and with 2 battery operated devices you could let batteries spawn as well. In 2D mazes, you could do a ladder up to a small compartment acting as a look-out tower. Sometimes it generates a whole Observatory, giving you a clear view in all directions. Sometimes it spawns a simple straight compartment, with just a single window on 1 end (that may not even face a useful direction). Perhaps the height even varies, giving you a smaller or larger vantage point. It's a shame how the internal walls need to snap-to for the Large Compartment. Would potentially be neat to have them spawn in the middle of a maze, almost having a maze within a maze. OH! Forcefields! Use the Architect Forcefields to block sections, requiring you to find different colored keys in dead ends!
This is absolutely incredible, I love the terrifying idea of being stuck in an endless corridor full of water and crash fish, with the only unique assets being ironically placed “Keep Calm” posters. The back rooms aesthetic never quite clicked for me but seeing it like this really works for me, seeing the supplies run out slowly as you get ever more lost is such a terrifying feeling. It’s such a haunting, unsettling vibe and it’s fascinating to see someone get so completely disoriented as there’s really no way of telling where you are. Good job on actually being able to create this! It’s absolutely incredible, I’ve never seen such a complicated project, this must’ve taken so much effort and I’m really impressed. I’m also so glad you actually made it public, so many mod creators make these amazing mods only to just hold onto them forever, only ever showing them off in one or two videos.
This seems pretty amazing! A nice part 2 would perhaps include 3D mazes, as a game about swimming kinda fits well with that theme? (And would make it a LOT harder to complete the maze... Especially if the maze is allowed to contain loops AND the entrance is not (necessarily) along the outer "edge" so you can't do the basic, follow one side pattern. :D
@@Brad_is_Brad The main thing to prevent wall following is to make the end point not along the outer edge + allow loops. No 3D needed :) Without allowing loops I think wall following still works? (With some extra rules/memory?)
If I had a nickel for every time I've seen The Backrooms in a RU-vidr's Subnautica video, I'd have two nickels. Which isn't a lot, but it's awesome it happened twice.
Man i love that brad spoils us in streams and makes his videos intertaining and make sure that he is getting more underrated per video because they are getting better and better
Idea: instead of brain colar, there could be closets containing bladderfish. If you eat the bladderfish, it replenishes around 10 oxygen, so there might spawn multiple in the same one. Also i thought that it could be not closets, but the bags on the floor, like the ones on Aurora. This mod is great, but that was my idea on how to improve it. I just think, that having bladderfish or filled ox tanks in the maze would create a sort of time limit. Maybe add even more things, like medkit fabricators. Really would like to hear why this is or isn't possible!
This channel has easily become one of my favourites. I was gonna write how you should try and make it 3D with the vertical connectors and ladders, but as I finished the video I realized you already thought of that xD Very cool video. I really like how you do touch on the technical aspects in an understandable manner as well.
Crash fish are a great fit for a flooded maze, and I think it helps that they already hang out in cave tunnels. You could mix in other tight-quarters hazards to navigate around, like those stinging tentacles in the jellyshroom caves Degassi seabase, or the grabby plants in Below Zero. A dry maze could use the eye crabs that also already hang out in caves, and in a maze with oxygen, fire could be a fairly threatening hazard. Fire, and other obstacles like movable crates, could add some variety and some reason to revisit old compartments with new tools. Occasional bulkheads could help add texture and some moments of anticipation, especially if they're often placed with treasures or creatures on the far side.
I would like to see the base spawn location be customizable because I would love to incorporate this in my subnautica nightmare series: a heavily modded and narrated story with gameplay. I could use this as like a creepy backrooms kind of scene. I love your personality and video style btw ❤ You clearly put a lot of effort into your videos
I have been waiting for the FCS mod for subnautica 2.0 for SO damn long now so this is incredibly cool seeing another mod developer. Even if it's for more goofy stuff, it reminds me that the game is still alive and I'm happy for it.
I saw other similar suggestions, but I feel like it would be cool to build more on this idea. Having loot scattered throughout would be cool. Items to help you survive, like medkits, water, and food are obvious, but also providing the player with random additional tools or upgrades would add some variety to each playthrough. A bit of variety in the base pieces, such as occasional multipurpose rooms, or even a ladder up to an observatory to get your bearings, would help break things up. I think the Mesmer would also fit well into the cramped space.
Some other thoughts: The obviously useful tools are the flashlight (if the base is unpowered), the pathfinder tool, the stasis rifle, and the propulsion/repulsion cannon. The knife could also be useful if there were things like the creepvine scattered throughout. If there were rooms with alien containments, those could contain plants to harvest. They could also contain fish, which would make the thermoblade useful. Most upgrades would be useful. The tank, fin, and suit upgrades most obvious (besides the radiation suit). The compass could also help orient yourself, and the rebreather could help if the base is deeper than 100m. On a side note, if the base were made 3D, having the lower floor(s) be under 100m and the upper floor(s) be above the flooded waterline could add a nice dynamic. Besides the Mesmer, some enemies that could be added without much alteration would be the cave crawler, alien robot, biter, blighter, and bleeder. If batteries were made rare and/or drained faster, it would force the player to have to make decisions about which tools to use and when. A room with a bioreactor could be cool, as the player could trade their hard-earned resources for power, which would allow the base to temporarily provide light and oxygen (if it isn’t flooded). If the room also had a battery charger, the player could trade biofuel for battery power. A fabricator could also be quite powerful, but it would mean the player would need to be able to find raw resources. The habitat builder recipe would also need to be disabled. A nuclear reactor would provide much more power, but at the cost of a rarer item, though it should probably still be nerfed a bit. A scanner room would allow an outside view of the maze via the drones, but it would require power by default. Technically, the player could also use the drones as markers, leaving them somewhere and using their icons to navigate, though this behavior should maybe be disabled by default. A big room has a lot of potential, especially with the interior walls. With them, you could make a smaller make inside the big room. It could also have the potential to contain any of the interior modules, maybe even forcing the player to go through an alien containment with multiple entrances on different floors to progress through the maze. Sorry for the long-winded comment, but I really think this mod has a ton of potential. I tried to enumerate most of the ideas I had to hopefully show that. If anyone has any other suggestions, feel free to add those as well.
I also don’t think it would be too difficult to alter the generation algorithm to allow for multiple floors. You need to also add the floor and ceiling of each room that you visit to the list (minus the ceiling of the top floor and the floor of the bottom floor). Technically that would be all you need to do, but that would mean vertical connections would be as common as horizontal ones, which is probably a bit too annoying. Instead, they should be added to a new list, separate from the list of walls. Then, add an additional RNG call before the main RNG call. This additional RNG call determines which list the next wall should be chosen from. This way, you can weight the RNG check to make vertical connections more rare. Maybe a 10% chance would work well, but I think that would need to be fine-tuned. If you want to make the maze even more confusing, but maybe a bit more interesting, you can alter the algorithm to allow for loops. When you come across a wall that has a cell visited on both sides, rather than just removing it from the list, you add it to a new list. At the end of the generation, you go through this new list and randomly choose a certain percentage of these walls to remove. This would also need to be fine tuned, but I’d start with maybe 5%. This would also need to use the same two-list method if you want vertical connections to be more rare.
So a really neat particle you could add in a theoretical version 2 is bloom plankton the command is spawn bloom they’re invisible creatures that shine when lights are on them and also turn red from flares TLDR bloom plankton are living glitter that can be white or red depending on lighting and would look cool for the completion effects
17:22 As a tweak to the end room you could have it contain a series of lockers that hold everything you need to cure your Khara infection and build the escape rocket.
The fact that power and oxygen settings aren't next to eachother is bothering me way more than it should be. Like, it's not just that they sould naturally be paired that way, it's also the two settings you want off rather than on for the challenge to be harder. Why? Why aren't they next to each other? Oh noooo, my ocd will never leave me alone now.
A feel upgrade idea: -Have a few lockers around with food and drinks. Make it a resourch you can find -make the flood more adaptive. Have some parts flood and other part not.(not sure if possible). - add some 3d in your maze. Have it have multiple floors. - make 1 in 5 crashfish generators spawn a peeper. Just to mess with people. - have a few windows spread out tinly. Makes the feeling of beeing locked up even higher.
Two dimentional mazes are easy, you need to add 3d dimention, HEIGHT, made maze smaller but utilizing more rooms and having ladders go up or down randomly. As New dsngets add fire spots and fire extinguishers in random places. For creatures add a leaches, crabs and a boss "Brain Squid" now you will be armed with knife, in maze there is a chance to find or craft items for yourself, create color code Doors and wielder Doors that you can't just get Through, turn challenge it it's own game. Made maze be created in diffirent bioms and Depths. Made your own action adventure, Extraction game, turn off outside rendering for frames. Maybe populate maze with rooms filled with random stuff, search for loot and crafting tables, resources, made a leaderboard taking people progress, made people complete in creating mazes and completing them. Possibilities are endless
I'd love to see items added to the maze, health kits, one use defence items, etc. Also maybe very very very rare observation decks so you can go up and see where abouts in the maze you are :D
For the 50x50 maze you could add checkpoints with a reward chest (consumables or even new equipment in it) so you know you made progress. It also helps in case you accidentally get lost and start to go back the wrong way. You could also divide up the maze to 3-5 areas and put posters on the walls with numbers or different colors so you can track your progress.
The 50,50 mazes might be worth having flares especially if you're flooding the maze, they can be used as ways of marking where you've been and where you have not, while also serving as a source of light.
Yes! I did play with flares a little bit, but they were very blinky and bright, and the light went through walls so it was hard to tell where they were coming from, so I'd probably want to modify them haha. But yeah, tracking your progress would be a good way to keep from getting lost! I was bummed when I realized you can't drop most things inside of bases.
@@Brad_is_Brad Now I don't have any experience with modding but I'd think that reducing the brightness of the flares for the sake of the mod might help or as another means for navigation for every intersection in the maze there's a sign that lights up (think of the text color) when the path it's on isn't used and when you have to backtrack to the intersection due to a dead end then the same sign would darken (like the text turns black) giving feedback to the player and makes use of something that can work inside of bases without flares. Edit: like this is even the idea behind the signs. White text= unexplored path Black text= dead end path Green text= explored path (eventually most paths will turn black as more dead ends are discovered)
This project would be a very good liminal level in backroom. just imagine a giant labyrinth, perhaps endless, with hunger and thirst pressing in on one side and crashfish's on the other. And of course, all this in monotonous titanium corridors under (possibly) kilometers of water. Isn't this cool?)) P.s. Excellent video. Thank you for your big work 🫧🤿👍🫧
So basicaly Cube the game. Fuckin' finally. (Edit) You know what, we should probably show this to the Subnautica devs and suggest they add more constructs that can do physical damage, so we can tinker around more with the concept of lethal mazes. Oh, and adding a radiation option and container drops would be pretty neat. And certain drops only appear during certain challenges. Like, you only get a chance at oxygen tanks in a flooding maze. If flooding is turned off, they just won't appear. In larger mazes you get a chance at survival equipment like the knife, because not only will you need food and water, but if the maze is large enough you'll end up in some kelp anyways. And you can keep whatever you find through the maze upon finishing, and use it in the next maze. If larger rooms can be thrown into the mix this could become a cool survival roguelike. And that would help at least use larger creatures. Not the Leviathans, but two stalkers in a large room would work well enough. Doors need to be added at certain intersections too, to isolate creatures from too small of areas and to add a further stressful vibe, because you have no idea what's on the other side. You could rely on your sense of hearing, which is another cool aspect of this mod, but that can also be somewhat unreliable if there is more than one nearby room with creatures in them. So it's still a bit of a gamble.
windows and glass corriders should be included too. and random multipurpose rooms that have aquariums, snack machines, or growing food plants. sort of like checkpoints. and if can be pulled off, higher spots for air in flooded mazes instead of brain coral sometimes depending on settings.. in the middle the glass just adds light and on the sides it can show that your on the side\edge of the maze and could be helpful. potentially.. stumbling on random cabinents full of supplies be a nice thing too in the halls, rare but existing.
honestly an interesting enemy to have would be a warper. would probably need to shrink it but something to yank you around would fit well, just be sure that you block the whole teleport balls summoning creatures if they miss
You could also make the base occasionally spawn med kits, and to fix the reaper problem you may be able to swap the reaper AI for the stalker AI and then do some minor changes.
What if you added teleportation somehow? In this one anime maze looking up at the sky to check the sun position would trigger a teleport. Yeah, dude felt real good about his time wasted with that lol!
Maybe variations of rooms like Cafeterias, Bunk Rooms, Common Room heck maybe even a rare Armory Room where you can find things like flashlights, stasis rifles, and batteries among others
Suggestion, to make it more complex. It seems to follow a basic maze, using the method of the entrance and exit always being on the outside. At which point, the 'Put hand on wall, and follow the wall" will ALWAYS solve it. Might take forever in the 50,50, but it will eventually be solved. Namely, cause you seen to place a Start on, for this example lets do size "10,10", Area 0, and Area 11, while the maze just fills in the area between them 0 and 11, aka 1-10, with the maze. This is why you can have the start anywhere, and have the end placed anywhere on the outside. BUT you are limited to the fact the BOTH the Start and Finish MUST be on the outside. However, have you thought of generating a Braid Maze? A "Braid" Maze, is a maze without Dead Ends. Instead of a Dead End, the maze loops in on itself. How about a Disjointed maze, where the Entrance or Exit is inside the maze, not on the outside, and some sections of the maze, including where the Entrance/Exit is, doesn't connect to the outer wall, so people can't use the 'Follow the right/left wall to the exit method, never reaching the inner part of the maze. Or how about using "depth-first search algorithm" or sometimes called the "recursive backtracker" Where if you don't follow the correct path, make a wrong turn, you could end up in a section of maze that's long and requires a long backtrack. Maybe multiple times depending on how deep it is. Add in "Braid" Mazes inside those "Wrong sections", you could end up with a maze where every time you make a wrong turn, you end up in an isolated section with no dead ends, and have to find your way out and back onto the main path. Which depending on how big the maze it, could take a long while to figure out you are even in a Braided section of the isolated maze.
you could use these techniques to make something like a popup base, where you just need to place down a special base piece and it automatically constructs a fully/partially furnished base for the player
How about compartmentalizing the maze where flooding is on but not for the entire maze but rather for certain compartments which make use of the sealed doors. Somehow shrinking and attaching the volcanic pits to the interior of the maze as added hazards. Adding bloodsuckers. How about equipment pickups with low batteries for short usage? Maybe resized stalkers if their ai can behave appropriately?
Would be cool if there was a mode where after a certain time or distance to the exit the power could dreactivate or it could force flooding/creatures and after all other 3 are on spawn creatures