The map room is currently an unconfirmed level of the backrooms.
Contents
General Description
The Map Room is a single square room with a large 3d holographic map that shows many different rectangular prisms with the name of the specific level and unique colors labeled on them; these correspond to different levels located in the back rooms. Whenever a new level is discovered (whether or not the level has to be documented and shared to appear on the holographic map is up to question) a new rectangular prism appears on the map. Arrows intersecting the prisms show which level or room you can get to from any other level or room and which levels that are accessible to you.
The large holographic map is projected from a bright, spinning cube. Staring at the projection cube will cause blindness. After the first few people looked at the cube too long a fancy metal placard was added to the table by an unknown person. The placard states in fancy cursive "Don't look at it, dumb***" The projection cube along with the holographic map sit on top of an antique Douglas fir table, with no signs of use or any visible stains.
The walls contain no doors other than the door shaped hole and are all painted a dark color. The table, 3d map, and room increase in size whenever a new level is discovered to accommodate the new addition to the map; how the room and walls do this is up to question. Other than the table and spinning projector cube there is a plant of unknown species in a brown earthen pot that can seemingly teleport around the room whenever it leaves your line of sight, the plant will always end up in a corner however.
The Room, doorway, and atmosphere in more detail
The doorway, once created, is an upright rectangular hole into the wall that goes through about 3 meters of an unknown darker, concrete-like substance and then opens up into the Map room. The room itself has 4 walls, each one made of the same dark concrete-like substance as stated before; study of the concrete-like substance has yielded differing results even within the same 2 minutes of the samples being collected. The ceiling, however, has always been made out of titanium carbide. Strangely, the ceiling was noted to look "like the tiles you find in American public schools."
The ceiling is also home to the only light source other than the projector cube. The light source varies from person to person, even if 2 people are in the room at the same time one may see the maximum hum buzz lights found in [[https://backrooms.fandom.com/wiki/Level 0|level 0]] and the other may see a single light bulb hanging from a wire that disappears into the ceiling. One account details a cubic meter of water floating near the ceiling containing bio-luminescent algae.
The Room is square with each wall measuring the exact same as every other wall, this has stayed a constant throughout the known growths of the room. The Room and everything inside of it has a 1:2:3:7 ratio, meaning that the length of the table will always be equal to 5/7 of the length of the wall, the ceiling height will always be a 2/7 of the length of the wall, and that the map will always take up 6/7 of the total volume of the room. The atmosphere is made out of 70% nitrogen, 25% oxygen, 1.5% carbon dioxide, 4.5% trace elements, and is a pleasant 69.7 degrees Fahrenheit. Due to the high amount of carbon dioxide, a plant has been brought into the room by an unknown traveler at an unknown date due to their knowledge of the symptoms of carbon dioxide fatigue.
The plant of The Map Room in more detail
The plant, like the light source of The Map Room, varies in what species of plant from person to person. Even though the species of plant varies from viewer to viewer, the plant will always be a 1/7 of the length of the room in height. As of right now, the plant is an absurd 300 cm in height; about 10 feet tall.
Sequencing of the DNA of the plant has resulted in the results being corrupted within seconds. The plant's species will never be known or documented because of this. The plant has been documented by a camera set up in a corner to have teleported, but the recording has since corrupted after initial viewing. The plant is not considered an entity however, as it is neither openly hostile nor openly passive. It is suggested that you water the plant before interacting with the Map as the Map will sometimes glitch and convulse randomly if you fail to water the plant. How the plant and the projector cube communicate is up to question.
The Table and Projector cube in more detail
The table has always had 4 legs and continues to have 4 even today, the table is 15 meters by 15 meters and is 0.85 meters tall. The tabletop is 0.15 meters in thickness and seems to be made out of one single Douglas fir tree. The table is unmovable even though there is no visible screws or latches keeping it in place, it sits in the center of the room and is largely undecorated apart from the metal placard and projector cube. The table's height has never changed and the grain of the wood has always stayed to scale, whenever the table grows the grain of the wood stays in the same place and stays the same size but more grain seems to come out of thin air whenever it grows.
The projector cube is a cube about 20 cm in length, is made of a dense metallic material, and always sits in the middle of the table. The cube should always be spinning at around 500 rpm to 700 rpm. There will always be a digital photo tachometer nearby. If you are inside of this room and the cube is rotating any slower or faster than this, you should water the plant. A good rule of thumb is if anything seems off about the room, water the plant, if you have no water, leave the room as soon as possible.
The Map in more detail and how to interact with it
The holographic map shows all of the documented levels and rooms to scale along with some other unknown levels. The colors of the floors are color coded to signify survivability, cream signifying easily survivable, and dark red with diagonal orange stripes signifying not so easy to survive.o
The color can be to show entity density, entity hostility, ease of entry, and ease of escape; the Map always defaults to color code survivability after some time being left alone. To switch color codes, stand in front of the table and put your right/left hand in front of your face with you thumb facing you, then move the hand left or right, once you choose the desired color code you can put your hand back down.
Hand gestures are the only way to interact with the map, as touching the projector cube can lead to missing digits and pain. Hold your hand out in front of you with your palm facing the Map making sure you can move it in any direction, this is the signal to get the Map’s attention, this is also known as the neutral gesture. Trying any of the following gestures without first doing this can lead to undesired results. Any hand can be used for these following gestures.
- Zoom in/out: Move hand farther/closer to the Map. Keep your hand in neutral gesture.
- Rotate counter-clockwise/clockwise: Move hand left/right. Keep your hand in neutral gesture.
- Move view up/down keeping Map centered: Move hand up/down. Keep your hand in neutral gesture.
- Move focus of view: Assume neutral gesture, rotate hand so that your palm is facing you. Once this is done you can now:
- A. Move hand towards you to move view backwards; move hand away from you to move view forwards.
- B. Rotate view counter-clockwise/clockwise: Move hand left/right.
- C. Move view up/down keeping: Move hand up/down.
- Be sure to resume neutral gesture once you are finished moving view to desired level of study.
- If you are finished moving and interacting, resume neutral gesture and after a few seconds let your hand go back to your side.
Since rooms are most often than not smaller than levels by magnitudes, there are 2 channels of viewing, one for levels, and the other for rooms. To change channels, put your hands together with palms facing each other, then separate your hands making sure to keep your thumbs towards yourself, once about 30-50cm apart put your hands back together. The rectangular prisms designating levels should now just become small cubes and rise to the top in a straight horizontal line; they are there to show how to get to rooms from levels. Differing rectangular prisms should now appear below the cubes designating levels, the rectangular prisms showing levels are to scale, but the cubes showing levels are not once you do this. New arrows should appear showing how to get from room to room, room to level, and level to room. Repeat the motion to make the cubes representing levels shift back into place and return to scale, the rectangular prisms representing rooms should now disappear.
Entering and Exiting the room
If you wish to enter this room you just find "the beginning" and enter in the following command into the terminal;
>if{sound=true;var:0} then{var:mapdoor=bool1}
Any other method of opening the door to the map room has failed, for some reason this is the only command that works.
A hole the shape of a door should appear, leading to "the map room“. Leaving is simple. Just go back into "the beginning" via the door shaped hole, make sure to bring everything with you when leaving. No-clipping is not suggested as it could take you to a negative room. Oh, here's another one!
50% chance to transport you to The Maprooms!