Levels - SpacePotatoee/MinecraftFoundFootage GitHub Wiki
Levels Overview
Each level and dimension in this mod uses procedural generation, creating an infinite environment. The exits within each level often share a similarity, that being stairs, except for Level 2. Additionally, each level (except Level 2 features a combination of hallways, small rooms, medium room, and large rooms.
In every level, exits can be found approximately 1000 blocks from where you spawn when entering a level, encouraging exploration and adding to the level of difficulty when navigating the environment.
Below is a detailed description of the various levels, their characteristics, and the events that can occur within them.
Level 0
Level 0 is a vast environment that mirrors the classic concept of the backrooms. It consists of endless hallways featuring yellow wallpaper, worn carpeted floors, and the constant hum of fluorescent lights. The design is deliberately disorienting, with the environment seemingly stretching infinitely. Upon entering Level 0, players will spawn at (0, 21, 0)
.
Accessing Level 0
To enter Level 0 in the Backrooms, players must suffocate themselves in the regular game environment. Upon suffocating, the player will transition through a cutscene. After the cutscene, the player will find themselves at the coordinates (0, 21, 0)
.
Hazards & Entities
Level 0 is considered to have a mild hazard level, with the primary threat being the presence of skinwalkers. The level is also subject to several environmental hazards, such as the fluctuating lighting conditions.
Events in Level 0
Level 0 sports the most events that can happen with those being:
- Blackout Event: All fluorescent lights in the level turn off, plunging the area into complete darkness. This event lasts until the lights return.
- Flicker Event: The fluorescent lights flicker on and off rapidly for 200 ticks (10 seconds)
- Intercom Events: The intercom system will emit a series of messages based on how many times it has been triggered.
- First Trigger: Plays either
INTERCOM_BASIC
orINTERCOM_BASIC2
, both of which are normal-sounding announcements. - Second Trigger: Plays
INTERCOM_REVERSED
, which is reversed audio of the previous with some distortion. - Third or More Triggers: Alternates between
INTERCOM_FRIEND
andINTERCOM_REVERSED
:
Special Behavior of INTERCOM_FRIEND
: After being triggered, this event will initiate a series of additional events.
460 ticks (23 seconds): Flicker event begins.
528 ticks (26.4 seconds): Blackout event triggers.
656 ticks (32.8 seconds): Normal lighting is restored.
- Music Event: If more than two intercom events have been triggered, there is a random chance of one of the following music tracks playing:
CREEPY_MUSIC1
,CREEPY_MUSIC2
, orFAR_CROWD
.
Level 1
Level 1 is an ever-expanding underground parking garage, featuring concrete floors, walls, and ceilings. The level is dimly lit, with tunnels weaving throughout the area and puddles scattered across the floor. A thin layer of fog permeates the air, reducing visibility.
(Screenshot of the parking garage)
(Screenshot of the Level 1 tunnels)
Accessing Level 1
Players can reach Level 1 by finding and descending the stairs in Level 0. The spawn location in Level 1 depends on where the player was positioned on the stairs at the moment of descent but the general spawn area includes the coordinates (10, 26, 3)
.
Hazards & Entities
Level 1 is considered to have a mild danger level. The primary threat occurs during blackouts, which cause Smilers to spawn.
- Parking Garage: Open spaces make avoiding Smilers more difficult
- Tunnels: While still dangerous, the tunnels provide better opportunities for evasion.
Events in Level 1
Several environmental events can occur in Level 1
- Ambience Event: This event randomly triggers one of four ambient sound effects:
LEVEL1_AMBIENCE1
,LEVEL1_AMBIENCE2
,LEVEL1_AMBIENCE3
,LEVEL1_AMBIENCE4
. - Blackout Event: Unlike in Level 0, where blackouts are permanent, Level 1 blackouts are temporary. All lights will turn off for 600 ticks (30 seconds) before turning back on. During this time, Smilers will spawn and become active.
- Flicker event: This event causes all lights in Level 1 to rapidly toggle on and off for 100 ticks (5 seconds). Once the event ends, the lights remain on.
Level 2
Level 2 is characterized by a seemingly endless straight corridor, composed entirely of concrete walls, floors, and ceilings. Along one side of the corridor, pipes run continuously, while fluorescent lights are spaced periodically along the ceiling.
(Screenshot of the Level 2 tunnels)
Accessing Level 2
Players can enter Level 2 by descending a set of stairs in Level 1. Upon arrival, players typically spawn at or next to (2, 20, 7)
.
To exit Level 2, players must walk a certain distance before noclipping through the floor, which will transport them to the next level.
Hazards & Entities
Level 2 is considered safe, as no entities spawn within the tunnels
Events in Level 2
There are few events that can happen in Level 2, those being:
- Ambience Event: Randomly selects one of three sound effects to play which last for different intervals
CREAKING1
orCREAKING2
, both lasting 200 ticks (10 seconds)LEVEL2_AMBIENCE
, lasting 720 ticks (36 seconds)
- Warp Event: Causes visual distortions in the tunnels simulating a shifting environment. This effect lasts for 1200 ticks (60 seconds before resetting to normal.
The Poolrooms (Level 37)
The poolrooms consists of endless corridors, large rooms, and expansive pools, all surrounded by glossy, reflective pool tiles that cover the walls and floors. A unique feature of this level is the inability to use flashlights, as they will malfunction due to water damage. Some sections of the Poolrooms even allow a view of the sky.
(Screenshot of the large spawn room)
(Screenshot of a corridor)
Accessing The Poolrooms
Players enter this level by noclipping through the floor of the maintenance tunnels in Level 2. After the transition, players will fall 85 blocks into a massive room filled with water. The exit to this level is found in an even larger room, which features a deep pool in the center and stairs that lead to the top. Exiting this level will return players to the Overworld.
Hazards & Entities
The Poolrooms is considered to be non-hostile, with no entities appearing in the environment. However, the level poses a mild danger due to its acidic water. The water turns acidic during specific times of the day, notably at dawn and dusk, which can be harmful to those in contact with it. During daytime or nighttime, the water is harmless.
Events in The Poolrooms
- Ambience Event: This event randomly selects one of four ambient sounds to play:
POOLROOMS_SPLASH1
,POOLROOMS_SPLASH2
,POOLROOMS_DRIP1
,POOLROOMS_DRIP2
. - Sunset Event: This event simulates the day-night cycle unique to the Poolrooms and last **200 ticks (10 seconds).
When the event starts, the current Poolrooms time increases by 0.25. If the time is exactly 0.0, it triggersSUNSET_TRANSITION
. If it reaches 0.25 or 0.5, it triggersMIDNIGHT_TRANSITION
. Any other time value results in theSUNSET_TRANSITION_END
.
If the time reaches 1.0, the cycle resets back to 0.0, successfully completing the day cycle.
Infinite Field (Level 4)
The Infinite Field is a vast, open grassland biome that stretches endlessly under a constant daylight sky. The level features rows of weathered power poles cutting across a foggy landscape, with occasional structures resembling those from other levels scattered throughout. Unlike previous levels, the flashlight regains full functionality in this environment.
(Screenshot of the Infinite Field and its exit structure)
Accessing Infinite Field
Players can access the Infinite Field by locating the exit in the Poolrooms. Upon transition, players awaken in the middle of a grassy plain at approximately (0, 31, 0)
. To exit, players must find one of the large concrete structure that has stairs inside of it. These structures can be found before reaching 1000 blocks away from spawn but instead, will not generate with stairs in them. Successfully exiting will return players to the Overworld.
Hazards & Entities
The Infinite Field is considered non-hostile, as no entities spawn in the environment. However, players may still face challenges due to the scarcity of food sources and the long travel distances required to locate the exit, which can pose a threat to unprepared explorers.
Events in Infinite Field
The Infinite Field contains a small chance to trigger sounds-based events, during which alarms, whistling, or an ice cream truck song will play across the landscape. These are ambient in nature and serve to heighten tension rather than indicate any mechanical hazard or presence of entities.