As you might be able to tell from my number of posts, I am new. Hi.
Don't worry, I've read the rules and I know this is no place for introductions (I'm bad at them anyway). Let me get right to the point.
How I think an in-game Minecraft map should be done
1. The basic idea:
I'm going to start this by saying that I believe anything like a map should be well-integrated into the very fabric of the gameplay. Mini maps are not something that can be smoothly and logically added to a game largely about adventure, as they would ruin any sense of surprise about what may be around the next corner. This combined with the fact that the compass and watch were added to the game as items one can hold got me thinking...
That's how a map should work. An item that can be held, used, cherished, and inevitably lost, just like everything else in Minecraft.
2. The blueprint:
As with the aforementioned compass and watch, a map would first need to be crafted. There are two potential recipes I've had in mind:
a. The "magic" map:
[] = Paper
= Redstone
[] [] []
[] []
[] [] []
This would suggest a map that magically fills itself in.
b. The more reasonable map:
[] = Paper
[] [] ]" title="-<->" />
[] []
This would suggest a more realistic map where the character uses the feather to draw it out as he goes.
Either way, it is indeed an item to carry with you and use, but how does it work?
3. How it works:
Once a map is crafted, it can be carried with you wherever you go, taking one inventory slot. The map fills itself in simply by being in the player's inventory as he journeys into new areas. The held item itself would be just a simple sprite. However, the player can hold the map and right click to make a window appear with the full map on it. From there, you can click and drag to pan, use the mousewheel to zoom in and out, and Enter or Esc to close the map. It will start blank, and over time create a black and white (tan) overhead map of your world, with new areas added based on what you can currently see from where you are. Areas barely visible to you (too far away, behind a large object) are obscured until you venture closer. Picture the "fog of war" concept from many an RTS game. Even your house, base, or other such areas of common passage will need to be mapped at first.
As you walk into unmapped territory, the icon for the map would animate (little quill could move about), indicating that it's doing its job.
If the map is destroyed, all information would be retained. Just craft a new map.
This is what it would first look like:
Keep in mind, this only represents the concept and logic behind the map, not the actual size or colors.
[]
Lightest area: I've set foot there
Darkest area: I can't see it from here
And as you walk north...
[]
[]
[]
[]
... More of it becomes clear. Anything too far to the south of that point won't be properly mapped until you travel there, of course. Over time, your map will grow and grow, becoming more and more complete as you go about your Minecraft routine and explore for new areas, eventually becoming a potential lifesaver if you find yourself caught out in the dark with no compass, or lost inside a cave with no idea what's above you.
Also, as you create and destroy blocks, or as that happens naturally, the changes will be applied to the map the next time you're in that chunk (or if you're already in it, immediately)
However, there are some things it CANNOT do.
3. The limitations:
With every item comes a slight downside, and with maps, one big thing would be that it only makes overhead maps. In other words, caves would not be mapped out (at least not normally, I'll explain later), and if you're inside a cave, the land above you won't be mapped out as you cannot see it. A block can only be mapped if you can see the TOP of it and it is exposed to direct sunlight (moonlight counts too). If a block can't be seen by looking straight down from the sky, it won't be mapped.
Now before you cry foul, listen. This method would be FAR easier to code - It would hook into chunk generation and the lighting engine to create the maps - which means it would be more likely to be implemented in a short amount of time, and makes it more likely that Notch would take the time to give it a try. Besides, there's one last surprise I've yet to mention...
4. The fun stuff:
Yep! There will be interesting things to do with your map after (or before) generating it. Once the map is open, there will be three tabs on the side:
a. Stamps
Clicking on the stamp icon would bring up a small menu with a few little icons to use for marking important things, like...
Small amounts of text can be placed on a map, used to name land, make reminders, or say what a pointer is pointing at. And finally...
c. Pen
You can draw thin, black lines on your map to mark boundaries or borders, draw out caves beneath the surface, perform many of the same functions as text (albeit a bit more messily), or just doodle!
All of these are retained between created and destroyed maps, so no need to worry about losing that intricate tunnel map you drew, and any of these can be erased or moved.
Phew! I think this sums up my idea of how a map could (and should!) work in Minecraft. Wonder if it was worth it, signing up just to post a silly idea of mine...
Either way, this isn't the last you'll see of my ideas, I'm full of them. Thanks for reading, and I'm looking forward to sticking around and enjoying the forums!
Well, we do not see such ingenuity from a newcomer often! Firstly, allow me to be the first to say "Welcome to the Minecraft Forums." Secondly, let's get down to business.
I have taken the time to read your suggestion in full and I am, honestly, impressed. This would be a near-perfect addition to Minecraft and should not be too hard to implement, as you originally stated. I cannot remember how many times I have gotten lost in Minecraft (even with the new compass) only to be clawed, shot, bitten or blown-up by one of the many beasies of Minecraftia (costing me equipment, resources and other goods). It is in times like that when I think to myself "If only I had a map", which is why I have been drawn to your thread.
As I have stated before, I would love to see an in-game map like this added to Minecraft, for it would make getting lost a thing of the past.
Well, we do not see such ingenuity from a newcomer often! Firstly, allow me to be the first to say "Welcome to the Minecraft Forums." Secondly, let's get down to business.
I have taken the time to read your suggestion in full and I am, honestly, impressed. This would be a near-perfect addition to Minecraft and should not be too hard to implement, as you originally stated. I cannot remember how many times I have gotten lost in Minecraft (even with the new compass) only to be clawed, shot, bitten or blown-up by one of the many beasies of Minecraftia (costing me equipment, resources and other goods). It is in times like that when I think to myself "If only I had a map", which is why I have been drawn to your thread.
As I have stated before, I would love to see an in-game map like this added to Minecraft, for it would make getting lost a thing of the past.
Supported,
-Professor Hawke
Thanks, Hawke.
Not often I get such a warm welcome, I think I'll enjoy it here. But yeah, on the subject again, I've been going over a few possible additions, like a little indicator on the map where you are (would use the player's skin's face as the icon and an arrow coming from it showing which way you're pointed), but wouldn't that defeat the purpose of landmarking? Feels almost like cheating, to me... Eh, probably not.
EDIT: Oh yeah! And a couple other little things, like your map displaying in the world selection menu for that particular world, or the ability to export the map and print it out. I think it'd be cool to print out the map of your 400-square-mile-large world on poster paper or a faux vintage scroll. :biggrin.gif:
- It would become extremely huge. (In both size on the disk and size as a image file (beyond 9000x9000 pixels for example.
- Cartograph already covers this with more functions.
Let's see.
- It would not (if I read correctly) be saved as a file (unless wanted), it would be done every time you move (although I don't know whether or not it would lag, but I think it wouldn't because you'd just show the blocks around you from top-down view).
- Does Cartograph update every step you do? Don't think so. Is it faster to start up Cartograph and make your map? Don't think so.
Please think thoroughly before you say something.
^ This
As cool as I think cartograph is, this serves a totally different purpose. It's in-game, it's real-time, and it's fully customizable with the text, ink and stamps for marking things on the fly.
And Chartle, it might lag a tiny bit, but only while mapping a new area, so only once.
While I use primitive forms of navigation (Cosmos alignment, cloud direction, beacon grids and the like)
This seems like a good idea. Although you are a very well-thought out individual, and I must applaud you on that,
I believe mapping out caves should not be possible. If you are in a cave and try to map it, it should fail. Caves are supposed to be labyrinthine, and since they are quite close quarters, unless you spend resources on making signs and directions and waystations, you'll get lost only if you don't do the aforementioned steps.
However the rest of it is ... *Sunglasses*
TOP NOTCH.
Could someone forward it to him, by the by?
Rollback Post to RevisionRollBack
"It is always nice to have a sense of improbability in Littlebigplanet. FROGMORTON. Heh, you didn't expect that now did you?"
-Stephen Fry
While I use primitive forms of navigation (Cosmos alignment, cloud direction, beacon grids and the like)
This seems like a good idea. Although you are a very well-thought out individual, and I must applaud you on that,
I believe mapping out caves should not be possible. If you are in a cave and try to map it, it should fail. Caves are supposed to be labyrinthine, and since they are quite close quarters, unless you spend resources on making signs and directions and waystations, you'll get lost only if you don't do the aforementioned steps.
However the rest of it is ... *Sunglasses*
TOP NOTCH.
Could someone forward it to him, by the by?
Well, like I mentioned, it DOES fail if you're in a cave. It can only map a block if you can see its top and it's exposed to sunlight. You can use the pen to sketch out caves on the map if you really want to, though. It would also show where you are even if underground (using an indicator), but it wouldn't map out any new terrain above you. Of course that could change, and the map COULD stop updating after you go under the surface, but again I'm uncertain.
Maps are 2d, but in order to writing an area to them requires striking a block with the map (left click) This will mark an area of about 10x10 around he player's position or as far as he can see (whichever is closer) onto the map. If the area he marks overlaps a section of map that has already been marked, then those overlapping sections will be overwritten. This can allow a person to use multiple maps and have one marked for the overworld, and then another that explores dungeons.
Right Clicking while holding map will view the map.
Maps are 2d, but in order to writing an area to them requires striking a block with the map (left click) This will mark an area of about 10x10 around he player's position or as far as he can see (whichever is closer) onto the map. If the area he marks overlaps a section of map that has already been marked, then those overlapping sections will be overwritten. This can allow a person to use multiple maps and have one marked for the overworld, and then another that explores dungeons.
Right Clicking while holding map will view the map.
Striking blocks to map an area would quickly become tedious. The way I designed it, it would be far more passive and efficient, something you never really have to think about; Just explore an area and it'll be mapped out, nothing manual about the process.
I can see your angle on it, but the issue with multiple maps is that if one gets destroyed, it's gone. No matter how intricate it was, it's gone. What's the point of marking things down on a map that you might lose and be forced to start over with?
Notch has said that if something isn't fun, it won't be added. I don't think filling out a map of the same land for the sixth time is very fun...
Love the idea, well thought out, fits the theme, etc. . Very well done.
Rollback Post to RevisionRollBack
~ I've thought about the phrase 'Money is the root of all evil' and I have to disagree. Evil isn't dependant on an object. I say that want is the root of all evil.
A particularly well-thought idea. I commend you for this.
However, I must say that, in my humble opinion, Minecraft has always been about doing things yourself. You build your own house, you craft your own tools, you cook your own bread.
I propose a more "in depth" system. For instance, what if you don't want to make a map? What if you want to, say, make a schematic for a devious redstone contraption, or a model of your desired home?
What I propose is a micro-word processor/paint program.
The system would allow for limitless possibilities in terms of planning, architecture, or engineering. You could make an irrigation system, a door-lock mechanism, a recipe book, and tons more!
You would start by gathering reeds, which would be crafted into paper. You would also need a feather, for a quill. If you use the paper when holding it with the right mouse button, it would enter into a sort of Paint/ Microsoft Word medley, though far simpler in function.
You would see a fairly large blank canvas, with a plethora of tools on a toolbar on the right side of the window.
The tools would include:
Writing: This tool lets you type words anywhere on the canvas. It would also allow you to rotate the words in order to better fit them with the drawing. You could also choose a fun font to personalize your writing, ranging from elegant cursive to scraggly scrawls.
Drawing: This would let you draw upon the canvas. With this, you could draw schematics, models, doodles, sketches, etc. It would come with lots of tools to help you draw, such as shading assistance, curved lines, straight lines, automatic circles, etc.
Grid: This would allow you to impose a grid upon the canvas, making it easier to measure distances precisely. This would work with the Drawing tool, letting you snap your lines to the grid.
Copy: Very important function. It would copy everything on the canvas on to another specified paper. Excellent for making backups of your cavern maps.
Perhaps you might want a centralized location for all your maps, or all your sketches. That's where books come in. You craft the book with paper, right? You can craft the book with any papers you want, even those that are already drawn upon. Upon crafting the book, you get three pages to start with. Get some more paper, craft them with the book, and voila! More pages for your book!
You might be saying, "But what will happen to my precious maps/doodles/etc. if I die?" My answer is this: Exactly the same thing that happens to any other item! So you'd better take good care of your maps, and make backup copies of your important documents. This ain't no place for carebears.
I believe that this system would introduce a lot more flexibility compared to the OP's simple map structure. You could create any concievable document imaginable. It would also add to the "do-it-yourself" style of Minecraft. It would add to the enjoyment of exploring, as you would take pride in your hard-written/drawn masterpieces.
A particularly well-thought idea. I commend you for this.
However, I must say that, in my humble opinion, Minecraft has always been about doing things yourself. You build your own house, you craft your own tools, you cook your own bread.
I propose a more "in depth" system. For instance, what if you don't want to make a map? What if you want to, say, make a schematic for a devious redstone contraption, or a model of your desired home?
What I propose is a micro-word processor/paint program.
The system would allow for limitless possibilities in terms of planning, architecture, or engineering. You could make an irrigation system, a door-lock mechanism, a recipe book, and tons more!
You would start by gathering reeds, which would be crafted into paper. You would also need a feather, for a quill. If you use the paper when holding it with the right mouse button, it would enter into a sort of Paint/ Microsoft Word medley, though far simpler in function.
You would see a fairly large blank canvas, with a plethora of tools on a toolbar on the right side of the window.
The tools would include:
Writing: This tool lets you type words anywhere on the canvas. It would also allow you to rotate the words in order to better fit them with the drawing. You could also choose a fun font to personalize your writing, ranging from elegant cursive to scraggly scrawls.
Drawing: This would let you draw upon the canvas. With this, you could draw schematics, models, doodles, sketches, etc. It would come with lots of tools to help you draw, such as shading assistance, curved lines, straight lines, automatic circles, etc.
Grid: This would allow you to impose a grid upon the canvas, making it easier to measure distances precisely. This would work with the Drawing tool, letting you snap your lines to the grid.
Copy: Very important function. It would copy everything on the canvas on to another specified paper. Excellent for making backups of your cavern maps.
Perhaps you might want a centralized location for all your maps, or all your sketches. That's where books come in. You craft the book with paper, right? You can craft the book with any papers you want, even those that are already drawn upon. Upon crafting the book, you get three pages to start with. Get some more paper, craft them with the book, and voila! More pages for your book!
You might be saying, "But what will happen to my precious maps/doodles/etc. if I die?" My answer is this: Exactly the same thing that happens to any other item! So you'd better take good care of your maps, and make backup copies of your important documents. This ain't no place for carebears.
I believe that this system would introduce a lot more flexibility compared to the OP's simple map structure. You could create any concievable document imaginable. It would also add to the "do-it-yourself" style of Minecraft. It would add to the enjoyment of exploring, as you would take pride in your hard-written/drawn masterpieces.
You should make a thread about this, I love it. I also love the map idea, nice job.
A particularly well-thought idea. I commend you for this.
However, I must say that, in my humble opinion, Minecraft has always been about doing things yourself. You build your own house, you craft your own tools, you cook your own bread.
I propose a more "in depth" system. For instance, what if you don't want to make a map? What if you want to, say, make a schematic for a devious redstone contraption, or a model of your desired home?
What I propose is a micro-word processor/paint program.
The system would allow for limitless possibilities in terms of planning, architecture, or engineering. You could make an irrigation system, a door-lock mechanism, a recipe book, and tons more!
You would start by gathering reeds, which would be crafted into paper. You would also need a feather, for a quill. If you use the paper when holding it with the right mouse button, it would enter into a sort of Paint/ Microsoft Word medley, though far simpler in function.
You would see a fairly large blank canvas, with a plethora of tools on a toolbar on the right side of the window.
The tools would include:
Writing: This tool lets you type words anywhere on the canvas. It would also allow you to rotate the words in order to better fit them with the drawing. You could also choose a fun font to personalize your writing, ranging from elegant cursive to scraggly scrawls.
Drawing: This would let you draw upon the canvas. With this, you could draw schematics, models, doodles, sketches, etc. It would come with lots of tools to help you draw, such as shading assistance, curved lines, straight lines, automatic circles, etc.
Grid: This would allow you to impose a grid upon the canvas, making it easier to measure distances precisely. This would work with the Drawing tool, letting you snap your lines to the grid.
Copy: Very important function. It would copy everything on the canvas on to another specified paper. Excellent for making backups of your cavern maps.
Perhaps you might want a centralized location for all your maps, or all your sketches. That's where books come in. You craft the book with paper, right? You can craft the book with any papers you want, even those that are already drawn upon. Upon crafting the book, you get three pages to start with. Get some more paper, craft them with the book, and voila! More pages for your book!
You might be saying, "But what will happen to my precious maps/doodles/etc. if I die?" My answer is this: Exactly the same thing that happens to any other item! So you'd better take good care of your maps, and make backup copies of your important documents. This ain't no place for carebears.
I believe that this system would introduce a lot more flexibility compared to the OP's simple map structure. You could create any concievable document imaginable. It would also add to the "do-it-yourself" style of Minecraft. It would add to the enjoyment of exploring, as you would take pride in your hard-written/drawn masterpieces.
You should make a thread about this, I love it. I also love the map idea, nice job.
Thanks for the compliment, my good man! I might make a thread about this tomorrow.
I can see your angle on it, but the issue with multiple maps is that if one gets destroyed, it's gone. No matter how intricate it was, it's gone. What's the point of marking things down on a map that you might lose and be forced to start over with?
Notch has said that if something isn't fun, it won't be added. I don't think filling out a map of the same land for the sixth time is very fun...
Dude. Simple:
Quill: Crafting = bowl = ink (when dyes/pigments/inks are added, or in the meantime by crafting coal with water)
]" title="-<->" />
[]
Blank Map: Crafting(Workbench) = Paper = Quill
Left clicking on an Object marks the map with the area surrounding the location of the strike. When a Blank Map is first marked, it becomes a Marked Map.
Marked Map: Crafting = Marked Map = Blank Map
[] []
(The original Marked Map remains in the crafting grid)
Marked Maps function the same as Blank Maps, but can also be viewed by right clicking while holding them.
If you haven't used a blank map yet, it can be used to copy directly from a map that already has been marked by crafting them together. When the Marked Map is taken from the output of the crafting grid, the Marked Map used in the copying process will be left in the input side of the crafting grid.
Blank Map: Crafting = Marked Map = Bucket of Water
[]
[]
Water can be used to wash the ink off of a Marked Map, making it a Blank Map so that it can be used for other purposes. When the Blank Map is taken from the output of the crafting grid, the Bucket of Water will be left in the input side of the crafting grid. Each time a blank map is made this way, it will lose 1 point of durability from what it had before so this is not unlimited, but can be used as a way to distinguish maps from one another.
Quite a heavy amount of crafting involved there. I do like the duplication idea but again, why not just have the data stored in the save and viewable on all crafted maps? Having to remap areas more than once could cause performance hits, especially if multiple instances of said technique are going at once.
Map data in save would be efficient, take up less space (one huge image needs less hard drive space than say four or five) which would keep drive usage in check, and let's face it, a passive mapping system would actually be not only far easier to code, but would require less work on behalf of the player. I know after a while I wouldn't even bother with a long process when I can just landmark instead.
because you might want to map different levels of the same horizontal coordinates, and this lets you do that. A 2D map (which is the only one that is at all excusable to put into minecraft) is USELESS for a 3D world filled with underground caverns like Minecraft is.
because you might want to map different levels of the same horizontal coordinates, and this lets you do that. A 2D map (which is the only one that is at all excusable to put into minecraft) is USELESS for a 3D world filled with underground caverns like Minecraft is.
And I gave a way to map them out: By hand, using the pen. As another poster said, you shouldn't need cave maps. They're small, fairly linear corridors that you can easily label with signs and the like.
This isn't a mapping system meant to map caves. It's a mapping system meant to navigate you from cave to cave, cave to base, or base to base, like any normal terrain map does (just look at an atlas).
And I gave a way to map them out: By hand, using the pen. As another poster said, you shouldn't need cave maps. They're small, fairly linear corridors that you can easily label with signs and the like.
This isn't a mapping system meant to map caves. It's a mapping system meant to navigate you from cave to cave, cave to base, or base to base, like any normal terrain map does (just look at an atlas).
BWAHAHAHAHAH!
that was a good one, fairly linear, right.. hahaha... wow.
for the overworld, you can build tall pillars every so often with torches that can be seen from a distance even if the terrain is a little goofy. You also have the sun/moon and clouds for basic navigation on top of your compass. You don't need a map for those.
All the natural tunnel systems I've run across have numerous twists and turns, had multiple cases where the path split into anywhere from 3 to 4 different branches, and a few cases where I've had a big tall room that goes off in 6 or 7 different directions. Put not being able to tell true north on top of that and, unless you mark the path every few BLOCKS, it's easy to get lost (and if you do mark it that often, it's still easy to get lost, since everything is marked it's hard to get actual direction)
Don't worry, I've read the rules and I know this is no place for introductions (I'm bad at them anyway). Let me get right to the point.
How I think an in-game Minecraft map should be done
1. The basic idea:
I'm going to start this by saying that I believe anything like a map should be well-integrated into the very fabric of the gameplay. Mini maps are not something that can be smoothly and logically added to a game largely about adventure, as they would ruin any sense of surprise about what may be around the next corner. This combined with the fact that the compass and watch were added to the game as items one can hold got me thinking...
That's how a map should work. An item that can be held, used, cherished, and inevitably lost, just like everything else in Minecraft.
2. The blueprint:
As with the aforementioned compass and watch, a map would first need to be crafted. There are two potential recipes I've had in mind:
a. The "magic" map:
Either way, it is indeed an item to carry with you and use, but how does it work?[] = Paper
= Redstone
[] [] []
[] []
[] [] []
This would suggest a map that magically fills itself in.
b. The more reasonable map:
[] = Paper
[] [] ]" title="-<->" />
[] []
This would suggest a more realistic map where the character uses the feather to draw it out as he goes.
3. How it works:
Once a map is crafted, it can be carried with you wherever you go, taking one inventory slot. The map fills itself in simply by being in the player's inventory as he journeys into new areas. The held item itself would be just a simple sprite. However, the player can hold the map and right click to make a window appear with the full map on it. From there, you can click and drag to pan, use the mousewheel to zoom in and out, and Enter or Esc to close the map. It will start blank, and over time create a black and white (tan) overhead map of your world, with new areas added based on what you can currently see from where you are. Areas barely visible to you (too far away, behind a large object) are obscured until you venture closer. Picture the "fog of war" concept from many an RTS game. Even your house, base, or other such areas of common passage will need to be mapped at first.
As you walk into unmapped territory, the icon for the map would animate (little quill could move about), indicating that it's doing its job.
If the map is destroyed, all information would be retained. Just craft a new map.
This is what it would first look like:
Keep in mind, this only represents the concept and logic behind the map, not the actual size or colors.
[]
Lightest area: I've set foot there
Darkest area: I can't see it from here
And as you walk north...
[]
[]
[]
[]
... More of it becomes clear. Anything too far to the south of that point won't be properly mapped until you travel there, of course. Over time, your map will grow and grow, becoming more and more complete as you go about your Minecraft routine and explore for new areas, eventually becoming a potential lifesaver if you find yourself caught out in the dark with no compass, or lost inside a cave with no idea what's above you.
Also, as you create and destroy blocks, or as that happens naturally, the changes will be applied to the map the next time you're in that chunk (or if you're already in it, immediately)
However, there are some things it CANNOT do.
3. The limitations:
With every item comes a slight downside, and with maps, one big thing would be that it only makes overhead maps. In other words, caves would not be mapped out (at least not normally, I'll explain later), and if you're inside a cave, the land above you won't be mapped out as you cannot see it. A block can only be mapped if you can see the TOP of it and it is exposed to direct sunlight (moonlight counts too). If a block can't be seen by looking straight down from the sky, it won't be mapped.
Now before you cry foul, listen. This method would be FAR easier to code - It would hook into chunk generation and the lighting engine to create the maps - which means it would be more likely to be implemented in a short amount of time, and makes it more likely that Notch would take the time to give it a try. Besides, there's one last surprise I've yet to mention...
4. The fun stuff:
Yep! There will be interesting things to do with your map after (or before) generating it. Once the map is open, there will be three tabs on the side:
a. Stamps
Clicking on the stamp icon would bring up a small menu with a few little icons to use for marking important things, like...
= Dungeon! Monsters! Beware!
= Treasure here!
:Coal:, :Iron:, :GoldBar:, = Resources here!
= Farm here!
[>>-i>] = Generic pointer, usually accompanied by...
b. Text
Small amounts of text can be placed on a map, used to name land, make reminders, or say what a pointer is pointing at. And finally...
c. Pen
You can draw thin, black lines on your map to mark boundaries or borders, draw out caves beneath the surface, perform many of the same functions as text (albeit a bit more messily), or just doodle!
All of these are retained between created and destroyed maps, so no need to worry about losing that intricate tunnel map you drew, and any of these can be erased or moved.
Phew! I think this sums up my idea of how a map could (and should!) work in Minecraft. Wonder if it was worth it, signing up just to post a silly idea of mine...
Either way, this isn't the last you'll see of my ideas, I'm full of them. Thanks for reading, and I'm looking forward to sticking around and enjoying the forums!
Problem?
Well, we do not see such ingenuity from a newcomer often! Firstly, allow me to be the first to say "Welcome to the Minecraft Forums." Secondly, let's get down to business.
I have taken the time to read your suggestion in full and I am, honestly, impressed. This would be a near-perfect addition to Minecraft and should not be too hard to implement, as you originally stated. I cannot remember how many times I have gotten lost in Minecraft (even with the new compass) only to be clawed, shot, bitten or blown-up by one of the many beasies of Minecraftia (costing me equipment, resources and other goods). It is in times like that when I think to myself "If only I had a map", which is why I have been drawn to your thread.
As I have stated before, I would love to see an in-game map like this added to Minecraft, for it would make getting lost a thing of the past.
Supported,
-Professor Hawke
(Click-able)
Dangerous Caverns The PGDD, Mark I
Thanks, Hawke.
Not often I get such a warm welcome, I think I'll enjoy it here. But yeah, on the subject again, I've been going over a few possible additions, like a little indicator on the map where you are (would use the player's skin's face as the icon and an arrow coming from it showing which way you're pointed), but wouldn't that defeat the purpose of landmarking? Feels almost like cheating, to me... Eh, probably not.
EDIT: Oh yeah! And a couple other little things, like your map displaying in the world selection menu for that particular world, or the ability to export the map and print it out. I think it'd be cool to print out the map of your 400-square-mile-large world on poster paper or a faux vintage scroll. :biggrin.gif:
Problem?
Problem?
^ This
As cool as I think cartograph is, this serves a totally different purpose. It's in-game, it's real-time, and it's fully customizable with the text, ink and stamps for marking things on the fly.
And Chartle, it might lag a tiny bit, but only while mapping a new area, so only once.
Problem?
This seems like a good idea. Although you are a very well-thought out individual, and I must applaud you on that,
I believe mapping out caves should not be possible. If you are in a cave and try to map it, it should fail. Caves are supposed to be labyrinthine, and since they are quite close quarters, unless you spend resources on making signs and directions and waystations, you'll get lost only if you don't do the aforementioned steps.
However the rest of it is ... *Sunglasses*
TOP NOTCH.
Could someone forward it to him, by the by?
-Stephen Fry
Well, like I mentioned, it DOES fail if you're in a cave. It can only map a block if you can see its top and it's exposed to sunlight. You can use the pen to sketch out caves on the map if you really want to, though. It would also show where you are even if underground (using an indicator), but it wouldn't map out any new terrain above you. Of course that could change, and the map COULD stop updating after you go under the surface, but again I'm uncertain.
Problem?
Perhaps it could be up to the player to indicate things like mountains and valleys.
Problem?
Maps are 2d, but in order to writing an area to them requires striking a block with the map (left click) This will mark an area of about 10x10 around he player's position or as far as he can see (whichever is closer) onto the map. If the area he marks overlaps a section of map that has already been marked, then those overlapping sections will be overwritten. This can allow a person to use multiple maps and have one marked for the overworld, and then another that explores dungeons.
Right Clicking while holding map will view the map.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
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Striking blocks to map an area would quickly become tedious. The way I designed it, it would be far more passive and efficient, something you never really have to think about; Just explore an area and it'll be mapped out, nothing manual about the process.
I can see your angle on it, but the issue with multiple maps is that if one gets destroyed, it's gone. No matter how intricate it was, it's gone. What's the point of marking things down on a map that you might lose and be forced to start over with?
Notch has said that if something isn't fun, it won't be added. I don't think filling out a map of the same land for the sixth time is very fun...
Problem?
However, I must say that, in my humble opinion, Minecraft has always been about doing things yourself. You build your own house, you craft your own tools, you cook your own bread.
I propose a more "in depth" system. For instance, what if you don't want to make a map? What if you want to, say, make a schematic for a devious redstone contraption, or a model of your desired home?
What I propose is a micro-word processor/paint program.
The system would allow for limitless possibilities in terms of planning, architecture, or engineering. You could make an irrigation system, a door-lock mechanism, a recipe book, and tons more!
You would start by gathering reeds, which would be crafted into paper. You would also need a feather, for a quill. If you use the paper when holding it with the right mouse button, it would enter into a sort of Paint/ Microsoft Word medley, though far simpler in function.
You would see a fairly large blank canvas, with a plethora of tools on a toolbar on the right side of the window.
The tools would include:
Writing: This tool lets you type words anywhere on the canvas. It would also allow you to rotate the words in order to better fit them with the drawing. You could also choose a fun font to personalize your writing, ranging from elegant cursive to scraggly scrawls.
Drawing: This would let you draw upon the canvas. With this, you could draw schematics, models, doodles, sketches, etc. It would come with lots of tools to help you draw, such as shading assistance, curved lines, straight lines, automatic circles, etc.
Grid: This would allow you to impose a grid upon the canvas, making it easier to measure distances precisely. This would work with the Drawing tool, letting you snap your lines to the grid.
Copy: Very important function. It would copy everything on the canvas on to another specified paper. Excellent for making backups of your cavern maps.
Perhaps you might want a centralized location for all your maps, or all your sketches. That's where books come in. You craft the book with paper, right? You can craft the book with any papers you want, even those that are already drawn upon. Upon crafting the book, you get three pages to start with. Get some more paper, craft them with the book, and voila! More pages for your book!
You might be saying, "But what will happen to my precious maps/doodles/etc. if I die?" My answer is this: Exactly the same thing that happens to any other item! So you'd better take good care of your maps, and make backup copies of your important documents. This ain't no place for carebears.
I believe that this system would introduce a lot more flexibility compared to the OP's simple map structure. You could create any concievable document imaginable. It would also add to the "do-it-yourself" style of Minecraft. It would add to the enjoyment of exploring, as you would take pride in your hard-written/drawn masterpieces.
You should make a thread about this, I love it. I also love the map idea, nice job.
Thanks for the compliment, my good man! I might make a thread about this tomorrow.
Quill: Crafting = bowl = ink (when dyes/pigments/inks are added, or in the meantime by crafting coal with water)
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Blank Map: Crafting(Workbench) = Paper = Quill
Left clicking on an Object marks the map with the area surrounding the location of the strike. When a Blank Map is first marked, it becomes a Marked Map.
Marked Map: Crafting = Marked Map = Blank Map
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(The original Marked Map remains in the crafting grid)
Marked Maps function the same as Blank Maps, but can also be viewed by right clicking while holding them.
If you haven't used a blank map yet, it can be used to copy directly from a map that already has been marked by crafting them together. When the Marked Map is taken from the output of the crafting grid, the Marked Map used in the copying process will be left in the input side of the crafting grid.
Blank Map: Crafting = Marked Map = Bucket of Water
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Water can be used to wash the ink off of a Marked Map, making it a Blank Map so that it can be used for other purposes. When the Blank Map is taken from the output of the crafting grid, the Bucket of Water will be left in the input side of the crafting grid. Each time a blank map is made this way, it will lose 1 point of durability from what it had before so this is not unlimited, but can be used as a way to distinguish maps from one another.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Map data in save would be efficient, take up less space (one huge image needs less hard drive space than say four or five) which would keep drive usage in check, and let's face it, a passive mapping system would actually be not only far easier to code, but would require less work on behalf of the player. I know after a while I wouldn't even bother with a long process when I can just landmark instead.
Problem?
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
And I gave a way to map them out: By hand, using the pen. As another poster said, you shouldn't need cave maps. They're small, fairly linear corridors that you can easily label with signs and the like.
This isn't a mapping system meant to map caves. It's a mapping system meant to navigate you from cave to cave, cave to base, or base to base, like any normal terrain map does (just look at an atlas).
Problem?
that was a good one, fairly linear, right.. hahaha... wow.
for the overworld, you can build tall pillars every so often with torches that can be seen from a distance even if the terrain is a little goofy. You also have the sun/moon and clouds for basic navigation on top of your compass. You don't need a map for those.
All the natural tunnel systems I've run across have numerous twists and turns, had multiple cases where the path split into anywhere from 3 to 4 different branches, and a few cases where I've had a big tall room that goes off in 6 or 7 different directions. Put not being able to tell true north on top of that and, unless you mark the path every few BLOCKS, it's easy to get lost (and if you do mark it that often, it's still easy to get lost, since everything is marked it's hard to get actual direction)
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series