This is the first release-ready edition of my large custom map project: Terra Extrema. It consists of a completely hand-crafted map measuring around 14000x14000 blocks at its furthest extremes.
A hand-crafted 14,000 x 14,000 block survival/adventure map based on real world geography
Plausibly realistic terrain featuring exactly zero sky islands
25 customized biomes including arctic shores, vast tundra, mountain lakes, dense forests, snaking rivers, wind-swept savanna and more; custom vegetation includes many varieties of large and very large trees from lentbriesje's Custom Tree Repository
Extensive natural chasms and caverns beneath the surface
"Sweet spot" resource distribution encouraging scarcity, exploration, specialization, and trade for a new and demanding multiplayer challenge
Best experienced using a resource pack that increases the contrast between stone, cobblestone, and gravel over default (my personal favorite is John Smith Legacy)
Overhead MCAMap render
The map began with heightmaps taken from real world geographic data that were then shaped using WorldPainter, VoxelSniper, and WorldEdit to reach its current state. Within you will find 25 customized biomes, some that will seem familiar and some that are quite different from anything in vanilla Minecraft. The guiding principle of worldbuilding used throughout was to evoke a sense of plausibly realistic terrain within the limits of the Minecraft engine.
Both surface and subterranean resources are distributed in "sweet spots", meaning you won't be able to find everything in one place. In fact, a great deal of exploration may be necessary to uncover all of the riches you seek. While widely spread, however, ores of all types can be found much nearer to the surface in the regions where they are prevalent.
This map is intended for use in SMP, where resource isolation will encourage and reinforce a rudimentary economy. Currently, I am releasing the map for anyone to try out and enjoy, but I will also host it on my own SMP server for a small group of interested beta testers. My intent is to continue to develop the map in preparation for a "Second Wave" release that will include not only small-scale fixes but also substantial content additions in the form of hand-built ruins, caverns, and underground structures.