I don't often use maps, although I have on occasion. However, I think there could be some improvements to maps by both implementing new map types and new features for maps.
New Maps
These new maps are created by crafting an empty map by itself. It will cycle between the normal map, a biome map, a topographic map, and then back to the normal map. As soon as you use one of the maps, it gets locked to that setting. This does not work with Explorer Maps.
Biome Map
This is very simple. Instead of giving specific colors based on the majority of sky-facing blocks within an area, this map gives you a map that is color coded to specific biomes. Similarly to the normal map, it shows a region based on the zoom level of the map, where each pixel is 1x1, 2x2, 4x4, 8x8, or 16x16 blocks. However, it behaves in the opposite way of a map block where instead of showing the color for the most common biome within the area being mapped to a pixel, it shows the color of the least common biome. This is so biomes that take up a relatively small amount of space in any given area (Rivers and Beaches) are sure to show up on maps that are zoomed out.
Below is an example of a map that contains Desert (center, orange), Savannah (bottom right, tan), Plains (top right, pale green), Forest (top left excluding the most top left corner, green), Roofed Forest (most top left corner, dark green), and several Rivers (blue). This is approximately what a Zoom Step 2 (512x512 blocks) map would look like. Made using a screenshot of AMDIST.
Height Map
A height map is similar to a topographic map, which is used to show hills and valleys. However because Minecraft maps are too pixelated to show all those little lines and numbers for different elevations, instead I decided a simple height map would be more useful. This would work by checking the height of whatever block is under direct sunlight and assigning it a grey-scale color based on that height (a block at height 0 = black, a block at height 255 = white). On maps that are more zoomed out it takes the average height of all the blocks in that area.
Here is an (ugly, I didn't have a ton of time) approximation of a height map for the same area as the biome map:
Realistically it would have some more variation in the heights because this should be 4x4 block areas, but you can clearly make out the rivers, hills, a ravine on the left side and a small pit in the top right.
These would allow for some more interesting and in some cases more useful maps of different areas. A biome map would be useful because biomes do not change and a height map can be useful for exploration or knowing where pits and mountains are. Plus they both look pretty.
General Improvements to Maps
Now lets talk general improvements. These could be applied to all maps to make them more useful.
Make Marks on Map
Wouldn't it be nice to draw on a map or leave comments on them? Something to note points of interest or to show people where your secret base is, but only if you give them a copy of your map? Well all you need to do is craft your explored Map with a Feather and Ink Sac to get a "Drawing Map" (name is stupid and subject to change).
Right clicking this map will give you a GUI (image coming soon if I feel like it) that allows you to do two things:
1. Add up to 6 markers on a map. The markers can be different symbols (the current icon file in the game code has room for 16 icons but only 10 are used), such as the icons used for Woodland Mansions of Ocean Monuments on Explorer Maps. Ideas for additional icons are Villager Face, Creeper Face, Red X, Enderman Face, Black Square, etc. With each marker you can also add a 16 character comment to describe the point. 16 characters is not a lot, but the map would be messy looking with any more than that.
How do you view the markers? I have two solutions. The first is that they just always appear when you are holding the map, which is simple but not very versatile. Plus it can look kind of cluttered. The other is that only the icons are displayed when you have a map held in both hands, but instead of Right Click still being able to activate things like Doors or Buttons (hard to do anyways since you can't see what you are doing with a map in your face) it is used to inspect the map. While inspecting the map, instead of using the mouse to look around you can move a cursor over the map, hovering over icons to display the text. You lose a little functionality but it looks nicer.
You would also be able to view the markers on a map when it is placed on a wall, but only if you are looking directly at it and are within 3 blocks of the map. You cannot view map text when it is held in one hand (when it looks like a minimap).
2. Color on the maps. People have wanted custom paintings for a long time, and this is how they could get them. When editing a Drawing Map, in addition to markers you can add colors to the map directly, that act as a top layer over the main map. You get to choose up to 16 colors (same ones as the dyes) and you can choose a pen size from a single pixel, to a 2x2 box, a 4x4 box, and an 8x8 box. Then just use your cursor and draw away. There is also an eraser tool. So you can make your own pixel art and place it on a wall in your house.
Drawbacks
Yes, people will draw inappropriate things. This is unavoidable. But it isn't like that is impossible with the current maps, except with this you don't have a gigantic version of the drawing somewhere in the world as well. Besides, let single player people do their own thing, and let server admins police their own servers
Yes this will make the file sizes for maps bigger. But we're literally talking about going from 6 KB to like 12-15 KB. It isn't exactly game breaking
Yes, this does feel kind of "mod-like". I'll agree with you there. But so did Pistons, and Horses, and Llamas, and Villagers, and Enchanting, and etc. etc. etc. That feeling usually just means it is new and different from what is currently in the game, not necessarily that it doesn't fit.
Let me know what you think and how you would change/improve it.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
Would cycling the map not reset the item state and delete collected data every time?
You can only cycle the map before you activate it via right click. Once you activate it, that map type won't change and that is when it starts mapping. For the Drawing Map, it just retains the original map data and the overlay data, which are changed separately.
@Mastermined: I thought about a new map recipe for each and I'm not opposed to it, I just couldn't think of a recipe that logically made sense to pick the type. Other option is a quick menu on first map use to select map type, but I didn't really like that idea. And markers can only be placed within the 128x128 pixel limit of the current map. You also cannot view map markers from one map to another unless the second map is a clone of the first from after the markers were added.
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I think this is pretty cool. I like the idea of emphasizing the smaller biomes, since they do usually get lost in normal maps (especially rivers). Something I would actually find really useful would be having villages more prominently appear on maps as well, but I mean that's just something I'm throwing out there. You mentioned a villager face as one of the icons, which I think sounds like a good idea. I mean they aren't biomes so putting them with the biome map doesn't make sense.
Just noting, edges of biomes should also have distinct colors (especially since the game already technically has them as separate biomes, so it would be no extra effort). Obviously you just made a proof of concept drawing (which looks really good btw) and so it's natural it wouldn't have that already on it.
Also I think Mastermined was asking if you could place a marker on an area within the map, but that hadn't been explored yet. And if it's not, I'm curious too anyway
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Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
I think this is pretty cool. I like the idea of emphasizing the smaller biomes, since they do usually get lost in normal maps (especially rivers). Something I would actually find really useful would be having villages more prominently appear on maps as well, but I mean that's just something I'm throwing out there. You mentioned a villager face as one of the icons, which I think sounds like a good idea. I mean they aren't biomes so putting them with the biome map doesn't make sense.
Just noting, edges of biomes should also have distinct colors (especially since the game already technically has them as separate biomes, so it would be no extra effort). Obviously you just made a proof of concept drawing (which looks really good btw) and so it's natural it wouldn't have that already on it.
Also I think Mastermined was asking if you could place a marker on an area within the map, but that hadn't been explored yet. And if it's not, I'm curious too anyway
I thought of that being a general improvement, having other structures appear on maps as you discover them. I might consider adding it. As far as the biome transitions, I could have sworn Jungle Edge was the only actual "transition" biome, the grass color changes just happen at biome edges. The program I used to make the screenshot, AMIDST, also seems to agree with that.
But if I am incorrect on it I am still somewhat torn on that idea since it would give each biome a weird looking outline and largely increase the number of colors used, when nothing special is found in those transitions anyways. As for your interpretation of what Mastermined said, sure you can. I see no reason to restrict that. I just don't see why someone would want to lol.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I imagine maps could be given an inventory (9 slots should be plenty without overcrowding the map) under the new item scheme being created for 1.13/1.14, accessible via shift-rightclicking without a block selected. Nametags could be used as markers:
1)shift-rightclick on a block to set the name and the coordinates. The name would initially be recorded as the block selected. The coordinates would be a new, separate value used only by the map item to construct map markers shown on the map display.
2)use an anvil to change the name. There could be 6 different reserved names of the same style as _Jeb, Grumm, or Toast that trigger the use of a special icon, with anything else showing just the text name or a player head icon. Perhaps some hilarity could be extended to these special names being used on mobs, but otherwise it'd be something specific to the map functionality.
You would just need to open up the map's inventory and move the nametags into it, and if done in this way we wouldn't have to worry about a limited number of markers (beyond the size of the inventory applied to the map item). We'd still only have the 6 icons for predefined stuff, but perhaps the new system will remove or improve upon that restriction as well. Additionally, if they're kept as separate items stored within we can easily add/remove them as the world (or the map's owner) changes.
Edit: alternatively, we could give simple arrows a rename in an anvil using a "name: text;pos: text" format, to be parsed and applied by the map rendering code so it doesn't interact with the nametagging of mobs. Perhaps also include a icon property for use in resource packs or something downloadable by the user (which I assume would untie them from the 6 slots left that you referenced).
Definitely could be useful in some situations on open world adventure maps where it can be hard to quite get an accurate idea of the biome and height for the player to find a location.
I don't often use maps, although I have on occasion. However, I think there could be some improvements to maps by both implementing new map types and new features for maps.
New Maps
These new maps are created by crafting an empty map by itself. It will cycle between the normal map, a biome map, a topographic map, and then back to the normal map. As soon as you use one of the maps, it gets locked to that setting. This does not work with Explorer Maps.
Biome Map
This is very simple. Instead of giving specific colors based on the majority of sky-facing blocks within an area, this map gives you a map that is color coded to specific biomes. Similarly to the normal map, it shows a region based on the zoom level of the map, where each pixel is 1x1, 2x2, 4x4, 8x8, or 16x16 blocks. However, it behaves in the opposite way of a map block where instead of showing the color for the most common biome within the area being mapped to a pixel, it shows the color of the least common biome. This is so biomes that take up a relatively small amount of space in any given area (Rivers and Beaches) are sure to show up on maps that are zoomed out.
Below is an example of a map that contains Desert (center, orange), Savannah (bottom right, tan), Plains (top right, pale green), Forest (top left excluding the most top left corner, green), Roofed Forest (most top left corner, dark green), and several Rivers (blue). This is approximately what a Zoom Step 2 (512x512 blocks) map would look like. Made using a screenshot of AMDIST.
Height Map
A height map is similar to a topographic map, which is used to show hills and valleys. However because Minecraft maps are too pixelated to show all those little lines and numbers for different elevations, instead I decided a simple height map would be more useful. This would work by checking the height of whatever block is under direct sunlight and assigning it a grey-scale color based on that height (a block at height 0 = black, a block at height 255 = white). On maps that are more zoomed out it takes the average height of all the blocks in that area.
Here is an (ugly, I didn't have a ton of time) approximation of a height map for the same area as the biome map:
Realistically it would have some more variation in the heights because this should be 4x4 block areas, but you can clearly make out the rivers, hills, a ravine on the left side and a small pit in the top right.
These would allow for some more interesting and in some cases more useful maps of different areas. A biome map would be useful because biomes do not change and a height map can be useful for exploration or knowing where pits and mountains are. Plus they both look pretty.
General Improvements to Maps
Now lets talk general improvements. These could be applied to all maps to make them more useful.
Make Marks on Map
Wouldn't it be nice to draw on a map or leave comments on them? Something to note points of interest or to show people where your secret base is, but only if you give them a copy of your map? Well all you need to do is craft your explored Map with a Feather and Ink Sac to get a "Drawing Map" (name is stupid and subject to change).
Right clicking this map will give you a GUI (image coming soon if I feel like it) that allows you to do two things:
1. Add up to 6 markers on a map. The markers can be different symbols (the current icon file in the game code has room for 16 icons but only 10 are used), such as the icons used for Woodland Mansions of Ocean Monuments on Explorer Maps. Ideas for additional icons are Villager Face, Creeper Face, Red X, Enderman Face, Black Square, etc. With each marker you can also add a 16 character comment to describe the point. 16 characters is not a lot, but the map would be messy looking with any more than that.
How do you view the markers? I have two solutions. The first is that they just always appear when you are holding the map, which is simple but not very versatile. Plus it can look kind of cluttered. The other is that only the icons are displayed when you have a map held in both hands, but instead of Right Click still being able to activate things like Doors or Buttons (hard to do anyways since you can't see what you are doing with a map in your face) it is used to inspect the map. While inspecting the map, instead of using the mouse to look around you can move a cursor over the map, hovering over icons to display the text. You lose a little functionality but it looks nicer.
You would also be able to view the markers on a map when it is placed on a wall, but only if you are looking directly at it and are within 3 blocks of the map. You cannot view map text when it is held in one hand (when it looks like a minimap).
2. Color on the maps. People have wanted custom paintings for a long time, and this is how they could get them. When editing a Drawing Map, in addition to markers you can add colors to the map directly, that act as a top layer over the main map. You get to choose up to 16 colors (same ones as the dyes) and you can choose a pen size from a single pixel, to a 2x2 box, a 4x4 box, and an 8x8 box. Then just use your cursor and draw away. There is also an eraser tool. So you can make your own pixel art and place it on a wall in your house.
Drawbacks
Let me know what you think and how you would change/improve it.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Would cycling the map not reset the item state and delete collected data every time?
Why am I here
You can only cycle the map before you activate it via right click. Once you activate it, that map type won't change and that is when it starts mapping. For the Drawing Map, it just retains the original map data and the overlay data, which are changed separately.
@Mastermined: I thought about a new map recipe for each and I'm not opposed to it, I just couldn't think of a recipe that logically made sense to pick the type. Other option is a quick menu on first map use to select map type, but I didn't really like that idea. And markers can only be placed within the 128x128 pixel limit of the current map. You also cannot view map markers from one map to another unless the second map is a clone of the first from after the markers were added.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I think this is pretty cool. I like the idea of emphasizing the smaller biomes, since they do usually get lost in normal maps (especially rivers). Something I would actually find really useful would be having villages more prominently appear on maps as well, but I mean that's just something I'm throwing out there. You mentioned a villager face as one of the icons, which I think sounds like a good idea. I mean they aren't biomes so putting them with the biome map doesn't make sense.
Just noting, edges of biomes should also have distinct colors (especially since the game already technically has them as separate biomes, so it would be no extra effort). Obviously you just made a proof of concept drawing (which looks really good btw) and so it's natural it wouldn't have that already on it.
Also I think Mastermined was asking if you could place a marker on an area within the map, but that hadn't been explored yet. And if it's not, I'm curious too anyway
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
I thought of that being a general improvement, having other structures appear on maps as you discover them. I might consider adding it. As far as the biome transitions, I could have sworn Jungle Edge was the only actual "transition" biome, the grass color changes just happen at biome edges. The program I used to make the screenshot, AMIDST, also seems to agree with that.
But if I am incorrect on it I am still somewhat torn on that idea since it would give each biome a weird looking outline and largely increase the number of colors used, when nothing special is found in those transitions anyways. As for your interpretation of what Mastermined said, sure you can. I see no reason to restrict that. I just don't see why someone would want to lol.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I imagine maps could be given an inventory (9 slots should be plenty without overcrowding the map) under the new item scheme being created for 1.13/1.14, accessible via shift-rightclicking without a block selected. Nametags could be used as markers:
1)shift-rightclick on a block to set the name and the coordinates. The name would initially be recorded as the block selected. The coordinates would be a new, separate value used only by the map item to construct map markers shown on the map display.
2)use an anvil to change the name. There could be 6 different reserved names of the same style as _Jeb, Grumm, or Toast that trigger the use of a special icon, with anything else showing just the text name or a player head icon. Perhaps some hilarity could be extended to these special names being used on mobs, but otherwise it'd be something specific to the map functionality.
You would just need to open up the map's inventory and move the nametags into it, and if done in this way we wouldn't have to worry about a limited number of markers (beyond the size of the inventory applied to the map item). We'd still only have the 6 icons for predefined stuff, but perhaps the new system will remove or improve upon that restriction as well. Additionally, if they're kept as separate items stored within we can easily add/remove them as the world (or the map's owner) changes.
Edit: alternatively, we could give simple arrows a rename in an anvil using a "name: text;pos: text" format, to be parsed and applied by the map rendering code so it doesn't interact with the nametagging of mobs. Perhaps also include a icon property for use in resource packs or something downloadable by the user (which I assume would untie them from the 6 slots left that you referenced).
Definitely could be useful in some situations on open world adventure maps where it can be hard to quite get an accurate idea of the biome and height for the player to find a location.
+SUPPORT
My thought was that people could make treasure maps, with an X marks the spot but you need to explore for yourself, or something else like that.
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously