Rewrite this but set in GTA 5.

"The Indoor Map, Map Layout or sometimes called the Facility is the interior of the main building on almost every Moon. Here is where employees will spend most of their time scavenging scrap to sell to The Company. Within the interior, indoor entities can spawn. Currently, three types of Facility Interiors exist: The Factory, The Manor, and The Mineshaft.


Contents
1	Map Features
1.1	Main Entrance
1.2	Fire Exit
1.3	Vents
1.4	Power Grid
2	Interior Spawning Chance
3	The Factory
3.1	Main Entrance Room
3.2	Gap Room
3.3	Staircase
3.4	Corridor Catwalk
3.5	Apparatus Room
3.6	Server Room
3.7	Locker Room
3.8	Storage Room
3.9	Yellow Office Room
3.10	Piped Hallways
3.11	Factory Room
3.12	Intersection Room
4	The Manor
4.1	Main Entrance Room
4.2	Library
4.3	Fireplace
4.4	Window room
4.5	Spiral Staircase
4.6	Kitchen
5	The Mineshaft
5.1	Main Entrance Room
5.2	Intersections
5.3	Slopes
5.4	Dead Ends
5.5	Caves
5.6	Maneater holes
5.7	Underwater Paths
6	Notes
7	Gallery
8	References
9	Trivia
Map Features
Main Entrance
The main entrance can be located by the scanner, acting as the main means of entering and leaving the Facility. It has a dedicated starting room with at least one entrance.

Fire Exit
Every facility has at least one fire exit, which will lead into a random part of the facility. It can lead into (seemingly) any room, replacing an existing space for a doorway.

Vents
You can read more about entity spawning mechanics here.
Vents serve as the spawn locations for all Indoor entities. When viewed on the ship's monitor, they appear as red lines along the walls of the facility. When an entity has been chosen to spawn from a vent, the vent is given a random amount of time to delay the spawn. During this delay, the vent will produce a continuous "rumbling" or "growling" noise, gradually increasing in volume until the delay is over and the entity spawns.
When in the facility, vents can be observed in one of two states:

Closed vents, which indicate no entities have spawned from that location yet.
Open vents, which indicate that at least one entity has spawned from that location.
A vent being open does not prevent further entity spawns from the same vent, vents become open when spawning an entity for the first time and remain open for the remainder of the day. It is otherwise a purely cosmetic effect.

Power Grid
Each interior map has its own power grid, which can be controlled via the switches in the Breaker Box that spawns inside each map. Flipping switches to the left in the breaker box turn on the power, and switching any of the switches to the right will cut off power to the entire map. These boxes make a humming sound.


Flipping the lever will turn off all lights in that area, and lock all secure doors into their opened state. They cannot be closed again even via the ship's command terminal, and must have power restored to make them functional again. Taking the Apparatus from its socket will permanently cut power to the entire interior. (Secure doors and the Apparatus are currently only found in The Factory map layout)

Despite being electronics, Landmines and Turrets will continue to function even with no power in their sector, and still require the ship's command terminal to be disabled temporarily.

Interior Spawning Chance
Every moon except March has a chance to spawn with either of the two interior layouts, The Manor and The Factory.

The hard moons Dine, Rend, and Artifice usually spawn with The Manor while all other moons have a higher probability to spawn with The Factory.

Moon	Factory	Manor	Mineshaft
41-Experimentation	98.68%	0.33%	0.99%
220-Assurance	87.45%	0.88%	11.66%
56-Vow	0%	0.99%	99.01%
21-Offense	33.04%	0.88%	66.1%
61-March	100%	0%	0%
20-Adamance	67%	2.9%	30.13%
85-Rend	1.32%	78.95%	19.74%
7-Dine	1.56%	67.11%	31.32%
8-Titan	79.37%	15.1%	5.56%
68-Artifice	15%	35.28%	49.77%
5-Embrion	84.75%	2.83%	12.43%
44-Liquidation	28.23%	71.77%	0%
The Factory
The Factory is the most common interior variant, likely being the first type all players will see in a new game. This interior mostly consists of long concrete hallways and corridors with the occasional large room. Seeing metal railings, catwalks, pipes, and other machinery is common.

Steam Leaks are able to occur inside this layout, causing a large area within the facility to fill with steam, heavily obscuring player vision. Steam leaks can be fixed by locating the loose valve and pulling it, indicated by a large jet of steam coming from it and a loud hissing noise. Once a steam leak is fixed, the steam in the surrounding area will dissipate after a few seconds. Breaker Boxes can also spawn, which have a chance of spawning with some switches set to off, causing certain areas of the map to be completely unpowered right from spawn, until fixed manually. The Apparatus can spawn inside of the factory but not in The Manor.

Main Entrance Room
The main entry room is where the main entrance to the facility will always lead. It has a distinct look, as it is the only complex room to have double doors, and can have up to 3 doors. On some occasions, up to 2 of the doors could be locked, or completely blocked off. This room can also have loot inside.

Gap Room
The gap room is a room with two catwalks, both with a broken railing on one side. There is a metal beam spanning half the gap between the catwalks, and players can jump from one side of the room to the other. Each catwalk can have up to 3 doors connected to it, for a total of 6 possible doors per gap room.

Staircase
Staircases are, well- exactly what they sound like. They can go up or down depending on what floor of the facility you are on. Each floor of this room can have up to 2 doors, and items can commonly be found in the corners of these rooms.

Corridor Catwalk
Corridor Catwalks are long catwalks with doors at either end, and two off-shooting catwalks that can each have doors at the ends of them.

Apparatus Room
The Apparatus Room is a specific room in the Industrial Complex layout, which houses the Apparatus. The Apparatus is a very unique piece of scrap because it does not spawn in every facility, and is worth 80 to The Company. The room has two doors leading into it, and can also contain other loot.

Server Room
The server room is a room full of (you guessed it) servers. Racks of servers line shelves that create a sort of maze-like structure. The server room has two possible places for doors, and is usually rich with scrap

Locker Room
The locker room has two distinguishing features: a small balcony with stairs leading up to it overlooking the room, and a rectangular pit in the center that, if fallen into, leads to death. The room has six potential places for doors; two on the balcony, two below the balcony, and two across from the lower doors. This room can sometimes (but not always) contain lockers with openable doors. There can be up to two of these in a room, located in opposite corners.

Storage Room
The storage rooms are all large concrete rooms that have walls lined with shelves. They can come in multiple different shapes and sizes, one of which can have a staircase leading downward. These rooms often contain at least 2-3 loot items. The number of doors in this room vary, but they usually have less than 4.

Yellow Office Room
Also commonly referred to as The Backrooms or Bracken Room. It is a room with yellow walls and a carpeted floor, reminiscent of The Backrooms. A common myth is that this is the Bracken's favorite room or the room where it spawns in, in reality the bracken spawns from a vent like every other indoor entity and its favorite room is the room that is the furthest away from the main entrance. This room can only spawn with 1 door.

Turning the breaker off or removing the Apparatus does not turn off this room's lights.

Piped Hallways
These labyrinthine corridors lined with metal piping, often forming a grid pattern, and are also often where most Secure Doors are found. Players should take care not to get lost in these hallways. Sometimes these will appear as a short dead end off of a door. As of the v.47 update, these hallways can also take 45 degree angle turns rather than their usual 90 degree turns. Scrap (with the exception of Keys) does not naturally spawn here. If you find scrap here, it can mean one or more of several things:

There is a loot bug
A player has been here and placed it here
There is a large room nearby, and it spawned here due to a glitch
Factory Room
These long rooms have plenty of gaps to fall into, so players should take care not to fall into a gap that isn't in their sight. The room is mainly comprised of three long paths that connect from a shared platform at one end to doors at the other. The platform also has a catwalk that crosses over what appears to be some sort of minecart tracks to another door. This room can have a lot of loot in it, and players should use their scanners constantly while in it.

Intersection Room
A room introduced in the v47 update, this room is a roughly octagonally shaped version of the Piped Hallways. The room can have several hallways stemming out from it, and can also occasionally have a large boiler in the center of the room.

The Manor
The Manor, or sometimes referred to as Mansion, is a much rarer variant than the Industrial Complex, while Moons such as Dine and Rend have a much higher chance of selecting the Mansion variant. Unlike the Industrial Complex, the Manor's main entrance room is a large foyer, with stairs leading up to a 2nd floor balcony overlooking the center of the room. There are more doors leading from the main entrance area, both on the 1st and 2nd levels.

The interior largely consists of more open rooms and less-linear hallways compared to the more confined layout of the industrial complex. Large bookshelves, tables, and other household furniture are a common sight within manors. Toys and other household items appear to spawn more commonly as loot in the manors variant than the industrial complex variant.

Unlike the Industrial Complex, The Manor doesn't have any Secure Doors, Steam leaks, or an Apparatus Room, but does have a Breaker.

Main Entrance Room
The main entrance consists of a large foyer with a staircase in the middle and chandeliers hanging from the ceiling. The main entrance may consist of bookshelves on the side or on the middle of the room, but they do not always spawn. Doors will generate leading to other rooms, but some will be locked or outright omitted depending on the seed.

Library
A two story room with bookshelves and a staircase leading up to the next floor.

Fireplace
A room with multiple bookshelves and a fireplace, emitting light and making a "crackling" noise. When near the fireplace room, the fire's cracking can sound like a rumble, often mistaken for enemies.

Window room
A bright room that has windows with screens projecting nature and bookshelves filling the rest of the room.

Spiral Staircase
A tiny room with stairs leading up, sometimes leading to a dead end or being blocked by a bookshelf.

Kitchen
A room with checkered flooring and having kitchen essentials like a fridge, table, and oven. More often than not, this room has several items in it.

The Mineshaft
The Mineshaft is a new Interior added in version 60, it has a chance replace the standard Mansion and Factory on moons like Artifice, Vow, Dine, Offense and Assurance.

Unlike Industrial Complex or Mansion once you enter through the Main Entrance you are met with an unwelcoming sight of a tiny, dirty room with a minecart, an elevator and a button to call back the elevator if you were left behind by your crew.

Main Entrance Room
The main room of the mineshaft is always the same, featuring an elevator that takes employees down to the rest of the map.

There is a chance of Keys spawning in the room with the elevator.

Intersections
Intersections are rooms located in the Mineshaft, usually having a pit in the middle and leading into more rooms and yellow doors that sometimes require a key.

Slopes
The Mineshaft uses slopes instead of stairs like other interiors, slowing the employees down on the way up and increasing their speed when going down. Slopes, like any other way of going up and down floors in Lethal Company, sometimes lead to dead ends.

Inside the Caves of the Mineshaft the role of stairs take the vertical rock formations, that can have from 0 to 2 ways into other sections of the Cave.

Dead Ends
Dead Ends in the Mineshafts are more likely to spawn a Breaker Box than other rooms of the said Interior.

Caves
Caves are a Sub-Interior inside of Mineshafts, having very narrow pathways, big rooms, pits that instantly kill you once you've fallen down them and underwater paths.

The Caves can spawn scrap like other interiors.

They can be accessed by going through doors with Blue Lights above them, said entrances to Caves might require a key or not have a door in place above the blue light at all.

Maneater holes
Maneater holes are holes that presumably work like vents inside of the Caves.

Underwater Paths
Underwater paths are small crevices an employee can go down that are filled to the brim with water. They are very cramped, and can lead to other passageways in a cave. An employee can only remain underwater for so long, so they must move quickly through these paths.

Notes
Due to the procedural generation of the Facilities, bookcases can spawn completely blocking access to doorways in the Manor variant.
Items have been known to spawn inside of objects, notably inside the metal pipes in Staircase rooms (Industrial Complex), and inside kitchen tables and bookshelves (Manor)
If entering the Interior through the fire exit, it's recommended to bring a key (or lockpick) as there may be locked door(s) preventing you from proceeding further.
The Apparatus Room on occasion will have both entry doors locked, requiring a key.
Currently, both interiors have ways of navigating to the main entrance of the facility beyond hugging one wall or the other. [1]
In the Manor interior, if a door opens into the room being entered, the room being entered is closer to the main entrance. Note: Reversing this operation does NOT guarantee the Fire Exit will be found.
The Factory interior's rules are slightly more complex. If a door swings between two rooms that have the following attributes: bricked walls to brick walls (not counting the Factory "Big" room), metal grated floors to metal grated floors, or white plaster floors to metal grated floors, the door will swing into the room that is closer to the main entrance. In all other instances, the door is unreliable.
In the Mineshaft there is a blue light above doors which lead to narrow rock tunnels, which can have assorted scrap inside of them, as well as bottomless pits and Maneater (?) holes.
The Mineshaft has higher Key spawnrates than usual interiors, while also having higher chances of locked doors being generated.
Mineshafts Fire Exit leads straight into the mines, skipping the elevator."