(Unsure what happened to my previous post about this. Simply vanished and I've recieved no notification of its deletion or anything so here it is)
Maps and item frames
To cover these two in case you have not read up on upcoming planned features...
Maps are being upgraded and will offer a zoom feature as well as when crafted be completely empty, only drawing the location and starting the map when right clicked instead of be centered where it was crafted. The item frames do just as their name implies. Frames an item on the wall.
Now that that's covered a preview of a map in combination with an item frame can be seen here.
My proposed idea for these is when placing multiples maps of the same zoom level next to each other in item frames, that they expand and merge. Below is quicks sloppy demonstration of what I'm talking about.
Doing this would essentially allow you to fill an entire wall with maps showing your world off. Of course being as how in multiplayer there could possibly be tons of maps I don't believe they should show players current locations. Rather we use the dyes to mark maps of important locations. In my opinion this would REALLY open up the game to explorers and those who like to adventure. Servers would have starting rooms with maps and general directions on where specific locations are.
You have my support on this one. I think the maps should display a players location though, I don't really see why they shouldn't. There's one problem though...
There can only be so many maps in one world, for whatever reason that is. Not only that, but when you can have a bunch of maps showing the same area, which is a real nuisance. I think the way maps are listed shouldn't be based on when they were made, but where they are on the grid. That way you won't get any repeats, and you should be able to have as many maps as you want.
Instead of "Map #23", it would be something like "Map 12x34". The map's "number" would be based on the X and Z axis of the grid.
"You don't honestly care if your new Crystal Meta-Sword is going to clash with your Elite Boss Clogs! It's about the numbers! You want the items with the best numbers so you can use your numbers to decrease the enemy numbers until your numbers are the best in the land!" -ZeroPunctuation
I always thought that a constant update of players location in multiplayer would make for
1. A big brother sort of feeling
2. Could possibly make the game run slower no?
As for maps changing, the upcoming features claim maps won't be centered where they're created any longer but rather while looking at your empty map you right click to set the point where the map would be centered. However I feel I understand what you're talking about.
That if we were to do something like this that you may make a map in one area, then have to run to a specific spot in order to start a new map and have it line up correctly. Where-as a map that's based on "grids" so that when created it might show you to be at the top right of the grid might annoy some players. They'll find themselves having to crate yet another map because they were too close to the border of the grid that it mapped the wrong side of the land they wanted to survey.
Still....that's a trade-off I'd be willing to live with in order to have merging maps that can ultimately cover a wall
"You don't honestly care if your new Crystal Meta-Sword is going to clash with your Elite Boss Clogs! It's about the numbers! You want the items with the best numbers so you can use your numbers to decrease the enemy numbers until your numbers are the best in the land!" -ZeroPunctuation
How would this work with three or more maps side by side? With two maps they both move towards each other, which would leave an even larger gap between the center map and the third map placed on the wall.
Support! And I don't think that this should show players location in survival, but I do think that there should be an uncraftable map that does show player location, for like map making. Imagine a hunger games map, and when you die you get teleported to this big enclosed room with food, beverages, and a giant map, with little colored blips where the players are. Also there would be a glass observation room, so you could actually see the players. Nice idea!
How would this work with three or more maps side by side? With two maps they both move towards each other, which would leave an even larger gap between the center map and the third map placed on the wall.
That was just my example, I apologize for scaling issues it was just to show off the idea of what I was talking about. My first thought was that it'd work sort of like iron bars or glass panes, that they're smaller and in the center when placed alone, placed next to one another they connect.
Support! And I don't think that this should show players location in survival, but I do think that there should be an uncraftable map that does show player location, for like map making. Imagine a hunger games map, and when you die you get teleported to this big enclosed room with food, beverages, and a giant map, with little colored blips where the players are. Also there would be a glass observation room, so you could actually see the players. Nice idea!
That would make for yet another seperate item which could be more work, this idea is to just adjust the placing of a current item. However I don't see why servers wouldn't end up modding to have a spawn room with a giant map that could possibly show player locations. I just feel like it'd be too big brother as well as cost too much resources to track the movement of the players and provide a real time update of the surroundings on map should they change the land.
That being said my vote for using dye to place (markers) on the map should remain. I mean looking at dye there's not much use for it. You dye a single sheep and you get infinite of that color. what are you supposed to do with the rest of that dye?
That was just my example, I apologize for scaling issues it was just to show off the idea of what I was talking about. My first thought was that it'd work sort of like iron bars or glass panes, that they're smaller and in the center when placed alone, placed next to one another they connect.
Ah, alright. In any case, I do very much support this suggestion.
I feel as though this is one of those things where it's just a matter of time before Mojang adds it. I hope so, at least.
I like this idea also. I think the maps could use a overhaul. I always thought a craftable atlas would be a good idea. That way you could keep copies of all of our maps in our inventory.
It's not what you were looking for, but it's kinda the same. I made this mod after looking for a way to make big maps like you suggest. It only increases the size of the maps when placed on Item Frames, so it's not totally what what you were asking.
Anyway, this is my mod: http://www.minecraft...ng-item-frames/ You can go check it out and see if you like it.
(Not trying to spam, just helping someone with the same problem i had)
You have my support on this one. I think the maps should display a players location though, I don't really see why they shouldn't. There's one problem though...
There can only be so many maps in one world, for whatever reason that is. Not only that, but when you can have a bunch of maps showing the same area, which is a real nuisance. I think the way maps are listed shouldn't be based on when they were made, but where they are on the grid. That way you won't get any repeats, and you should be able to have as many maps as you want.
Instead of "Map #23", it would be something like "Map 12x34". The map's "number" would be based on the X and Z axis of the grid.
This!
In fact, the map names should also include the actual zoom level.
I also think that maps should not "auto-center" on the closest multiple of 8x8 blocks, but at a more coarse alignment: that would make centering the map easier. And the bigger the zoom level, the coarser the alignment, so that it would be easy to properly make connecting maps.
Finally, you should be able to pre-zoom a map BEFORE using it for the first time. In fact, since the old map data is lost when you zoom a map (lost as in, hopefully, fully deleted from the save file if that was the last instance of that map in that game), this means the currently required step to first "activate" a map before being able to zoom it seems kinda useless to me, and thus unless support for zooming a map *while keeping it's already mapped data* is given, then the zooming function should be done directly on blank maps only, as a pre-zooming thing, not on already activated maps.
Thus, we'd have map names like this:
Tiny Blank Map
Small Blank Map
Medium Blank Map
Large Blank Map
Huge Blank Map
(this would need 5 different item IDs, maybe a single ID with different damage values)
When "activating" a map, we'd get map names like these:
Tiny Map X+0,Z-2
Since the map size is 128x128, and the "granularity" at that scale would be 16x16,
then it would mean that that map would be centered on X=0 and Z=-32.
Note that X+0 is the same spot as X-0: right in between the two lines of blocks with their X centers at X+0.5 and X-0.5. Same for Z too.
Huge Map X+0,Z-2
Since the map size is 2048x2048, and the "granularity" at that scale would be 256x256,
then it would mean that that map would be centered on X=0 and Z=-512.
Thus, making a mosaic of maps would be a simple matter of getting maps all of the same zoom factor (i.e. all created with the Tiny to Huge prefixes) and with numbers going:
- From left to right: in increasing X values, by increments of 8.
- From top to bottom: ion increasing Z values, by increments of 8
Having the "map number" be a multiple of it's "map center's granularity" instead of a straight coordinate, and having the map's center granularity that scales with the zoom factor, would allow the numbers to be kept small, the map names to also be kept relatively short, and the placing of maps in a mosaic to be a very simple thing to do since all you'd have to do to make a mosaic would be to make a map X+0,Z+0 (or whatever), and all other maps with all X and Z values that are multiple of 8 (plus the value of the center map, if it is not 0,0, it's just an offset value really), so no matter what the zoom factor chosen, you'd be sure that everything would line up perfectly each time.
In short, instead of maps with names that are true coordinates, like this:
Maps and item frames
There can only be so many maps in one world, for whatever reason that is. Not only that, but when you can have a bunch of maps showing the same area, which is a real nuisance. I think the way maps are listed shouldn't be based on when they were made, but where they are on the grid. That way you won't get any repeats, and you should be able to have as many maps as you want.
Instead of "Map #23", it would be something like "Map 12x34". The map's "number" would be based on the X and Z axis of the grid.
"You don't honestly care if your new Crystal Meta-Sword is going to clash with your Elite Boss Clogs! It's about the numbers! You want the items with the best numbers so you can use your numbers to decrease the enemy numbers until your numbers are the best in the land!" -ZeroPunctuation
1. A big brother sort of feeling
2. Could possibly make the game run slower no?
As for maps changing, the upcoming features claim maps won't be centered where they're created any longer but rather while looking at your empty map you right click to set the point where the map would be centered. However I feel I understand what you're talking about.
That if we were to do something like this that you may make a map in one area, then have to run to a specific spot in order to start a new map and have it line up correctly. Where-as a map that's based on "grids" so that when created it might show you to be at the top right of the grid might annoy some players. They'll find themselves having to crate yet another map because they were too close to the border of the grid that it mapped the wrong side of the land they wanted to survey.
Still....that's a trade-off I'd be willing to live with in order to have merging maps that can ultimately cover a wall
"You don't honestly care if your new Crystal Meta-Sword is going to clash with your Elite Boss Clogs! It's about the numbers! You want the items with the best numbers so you can use your numbers to decrease the enemy numbers until your numbers are the best in the land!" -ZeroPunctuation
That was just my example, I apologize for scaling issues it was just to show off the idea of what I was talking about. My first thought was that it'd work sort of like iron bars or glass panes, that they're smaller and in the center when placed alone, placed next to one another they connect.
That would make for yet another seperate item which could be more work, this idea is to just adjust the placing of a current item. However I don't see why servers wouldn't end up modding to have a spawn room with a giant map that could possibly show player locations. I just feel like it'd be too big brother as well as cost too much resources to track the movement of the players and provide a real time update of the surroundings on map should they change the land.
That being said my vote for using dye to place (markers) on the map should remain. I mean looking at dye there's not much use for it. You dye a single sheep and you get infinite of that color. what are you supposed to do with the rest of that dye?
Ah, alright. In any case, I do very much support this suggestion.
I feel as though this is one of those things where it's just a matter of time before Mojang adds it. I hope so, at least.
Anyway if you support this idea then show it! Need to be noticed before the suggestion is ever considered =p
Anyway, this is my mod: http://www.minecraft...ng-item-frames/ You can go check it out and see if you like it.
(Not trying to spam, just helping someone with the same problem i had)
This!
In fact, the map names should also include the actual zoom level.
I also think that maps should not "auto-center" on the closest multiple of 8x8 blocks, but at a more coarse alignment: that would make centering the map easier. And the bigger the zoom level, the coarser the alignment, so that it would be easy to properly make connecting maps.
Zoom level 0: 128x128 blocks (8x8 chunks). Aligns on nearest multiples of: 16 blocks (nearest chunk).
Zoom level 1: 256x256 blocks (16x16 chunks). Aligns on nearest multiples of: 32 blocks.
Zoom level 2: 512x512 (32x32 chunks). Aligns on nearest multiples of: 64 blocks.
Zoom level 3: 1024x1024 (64x64 chunks). Aligns on nearest multiples of: 128 blocks.
Zoom level 4: 2048x2048 (128x128 chunks). Aligns on nearest multiples of: 256 blocks.
Finally, you should be able to pre-zoom a map BEFORE using it for the first time. In fact, since the old map data is lost when you zoom a map (lost as in, hopefully, fully deleted from the save file if that was the last instance of that map in that game), this means the currently required step to first "activate" a map before being able to zoom it seems kinda useless to me, and thus unless support for zooming a map *while keeping it's already mapped data* is given, then the zooming function should be done directly on blank maps only, as a pre-zooming thing, not on already activated maps.
Thus, we'd have map names like this:
Tiny Blank Map
Small Blank Map
Medium Blank Map
Large Blank Map
Huge Blank Map
(this would need 5 different item IDs, maybe a single ID with different damage values)
When "activating" a map, we'd get map names like these:
Tiny Map X+0,Z-2
Since the map size is 128x128, and the "granularity" at that scale would be 16x16,
then it would mean that that map would be centered on X=0 and Z=-32.
Note that X+0 is the same spot as X-0: right in between the two lines of blocks with their X centers at X+0.5 and X-0.5. Same for Z too.
Huge Map X+0,Z-2
Since the map size is 2048x2048, and the "granularity" at that scale would be 256x256,
then it would mean that that map would be centered on X=0 and Z=-512.
Thus, making a mosaic of maps would be a simple matter of getting maps all of the same zoom factor (i.e. all created with the Tiny to Huge prefixes) and with numbers going:
- From left to right: in increasing X values, by increments of 8.
- From top to bottom: ion increasing Z values, by increments of 8
Having the "map number" be a multiple of it's "map center's granularity" instead of a straight coordinate, and having the map's center granularity that scales with the zoom factor, would allow the numbers to be kept small, the map names to also be kept relatively short, and the placing of maps in a mosaic to be a very simple thing to do since all you'd have to do to make a mosaic would be to make a map X+0,Z+0 (or whatever), and all other maps with all X and Z values that are multiple of 8 (plus the value of the center map, if it is not 0,0, it's just an offset value really), so no matter what the zoom factor chosen, you'd be sure that everything would line up perfectly each time.
In short, instead of maps with names that are true coordinates, like this:
Huge Map X+2048,Z+0
Huge Map X+2048,Z-2048
Huge Map X+2048,Z-4096
Huge Map X+2048,Z-6144
Huge Map x+2048,Z-8192
We'd have maps with simpler names like this:
Huge Map X+8,Z+0
Huge Map X+8,Z-8
Huge Map X+8,Z-16
Huge Map X+8,Z-24
Huge Map X+8,Z-32
Map duplicates would also be VERY easy to spot simply by their similar name.
Maps that slightly overlap would ALSO be very easy to spot: when the difference in their numbers is less than 8, the maps overlap.