Updated:
1. Build the floor
/fill 0 70 0 30 70 30 white_wool
Stack several layers so players who fall keep playing on the next one, and put water at the bottom.
2. Mark stepped blocks (repeating)
/execute as @a[gamemode=adventure] at @s if block ~ ~-1 ~ white_wool run setblock ~ ~-1 ~ red_wool
Use a repeat block set to always active. Stepped wool turns red as a warning that it is about to vanish.
3. Remove them after a delay
/scoreboard objectives add timer dummy
/scoreboard players add #run timer 1
/execute if score #run timer matches 10.. run fill 0 70 0 30 70 30 air replace red_wool
/execute if score #run timer matches 10.. run scoreboard players set #run timer 0
Run the first line once; put the rest in a repeating block with chain blocks. Raise 10 for a longer delay.
4. Eliminations and winner
/execute as @a[gamemode=adventure,x=0,y=50,z=0,dx=30,dy=10,dz=30] run gamemode spectator @s
/execute store result score #run alive if entity @a[gamemode=adventure]
/execute if score #run alive matches 1 run tellraw @a [{"selector":"@a[gamemode=adventure]"},{"text":" wins!","color":"gold"}]
Players who drop below the floor (Y 50 to 60) become spectators, and the last one standing wins. Create the alive objective with scoreboard objectives add alive dummy first.
5. Reset the floor
/fill 0 70 0 30 70 30 white_wool replace air
Run this before each new match to fill the holes.
6. Start a round
/fill 0 70 0 30 70 30 white_wool replace red_wool
/gamemode adventure @a
/tp @a 15 71 15
/scoreboard players set #run timer 0
Turn leftover red wool white, put everyone in adventure mode and gather them in the middle. Steps 2 to 4 only target adventure players, so without this the floor never disappears. Add a countdown for the start.
7. Punish standing still
/execute as @a[gamemode=adventure] at @s if block ~ ~-1 ~ red_wool run effect give @s minecraft:slowness 1 0 true
Players who linger on red wool slow down a little, so stopping means falling. Skip it if the game gets too hard.
Troubleshooting
- Blocks vanish too fast: raise the timer value.
- Jumping skips blocks: blocks change when you land.
- Elimination hits the floor: keep the box below Y 70.
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