I'm designing a massive map in Minecraft that consists of a gigantic maze. Given its size, I'm looking to automate the maze generation process since doing it manually isn't feasible. The maze should measure 2001x2001 blocks horizontally and 7 'tiles' high, spanning across the overworld, nether, and end dimensions.
I have two types of 'tiles': place tiles and corridor tiles, each with various variants for the floor, ceiling, walls, and center. Each dimension is divided into three layers, each one having two tiles in height at the top and bottom with three tiles in the middle. The biomes also need to be programmatically generated within these layers, with their own variable sizes and confined placements. Each corridor tile allows for multiple entrances/exits and must connect only to tiles that meet this requirement.
I also need to manage connections between different dimensions carefully, especially ensuring the right exits lead to the corresponding locations in other worlds. Overall, I'm looking for advice on how to build this maze generation algorithm while maintaining a single path to the exit without dead ends. Any insights would be greatly appreciated!
4 Answers
I’d recommend breaking this problem down into manageable pieces. Start with a simple 2D maze implementation first. Find a maze generation algorithm and customize it to fit your needs. Once you've nailed the 2D maze, extending it to 3D will be much easier, plus it’ll help you visualize the layout. Don't forget to ensure the biomes and connections flow logically between layers, maybe even allow for some random elements to spice things up!
Hey, do you have any programming experience? This sounds like you might need someone with solid coding skills to help bring this idea to life. But if you're keen on figuring it out, I’d suggest starting small and building up your skills.
Here’s a helpful video that explains maze generation algorithms which could give you a good starting point: https://youtu.be/G6ZHUOSXZDo?si=u8i0998kwlW-3N1G
Start by creating a graph representation of your tiles. Then, implement a uniform spanning tree algorithm like Wilson's algorithm to generate the maze. This will ensure every part of your maze is connected and that there's only one correct path to the exit.
Yes, using a graph plus a spanning tree is exactly the right way to go. Just make sure to model each tile and its entrances/exits as nodes and edges, and eliminate any connections that aren't legal first. It will keep your maze properly structured.

I do have some programming experience, and I'm trying to tackle this myself! I'm just here to gather suggestions and avoid common pitfalls. If anyone has tackled something similar, I'd love to hear about your approach.