How to take wood paneling from walls
With a map the landscape of the area can be recorded. A new map represents an area of 128 x 128 blocks, with each block of the area corresponding to exactly one pixel on the map. A map is an element used to indicate explored terrain.
Maps can be copied, scaled down to draw a larger landscape, and passed on to other players. It is also possible to create several true-to-scale maps of adjacent landscapes and to attach them seamlessly to a wall using a frame.
The recording of the environment is activated by right-clicking on an empty map that is held in the hand. As long as the card is then held by the player, it records the surroundings (see card data). The center of a new map is based on a given grid (see below) and not on the current position of the player.
With an anvil you can give a card (or several identical cards at the same time) a new name.
If a card is destroyed, there is a certain probability of finding it again in a newly discovered, generated chest.
The cards don't work in the nether. The position arrow rotates in a circle, similar to a compass or a clock. The revealed circle is smaller and only a gray and dark orange texture appears.
In the end, the card works like it did in the overworld.
You can get discovery cards from a cartographer. One leads to ocean monuments, the other to forest properties.
At the map table, a pane of glass can be used to protect maps from changes in the mapped landscape and against changes in the scale. If you copy a blocked card onto a second card, this is also blocked.
Representation of the map 
The size of the area of the world represented by a single pixel on the map depends on the scale of the map. See the table under "Reducing the scale".
Most of the blocks are shown in color on the map in the same way as in the normal world. Exceptions are, for example, Shulker boxes, which are invisible on the map and almost all types of stone, which appear in gray on the map. When the scale is reduced, the color of the block that appears most frequently in the area corresponding to one pixel is displayed. Whereby the top block, which is visible from a view of the world from the sky, is always relevant. Tunnels, paths under trees or even caves cannot be seen on the map. Exception: In oceans, the water depth is represented by different shades of blue. On land and buildings there is also a rudimentary one Elevation profile recognizable, because north walls / north slopes are drawn lighter and south walls / south slopes are shaded. Small structures such as rails are not visible on maps.
The above picture shows an enlarged section of a card with (from top to bottom): wool, carpet, colored glass, colored ceramic, glazed ceramic, colored shulker box, colored bed (each color with four blocks). Since the carpet is flat, the wool overlying it shows a height profile shading. Colored ceramic is darker than other colored blocks. Shulker boxes are not shown on cards. Beds have a uniform light gray color at the head end.
Marker points 
Java-exclusive: The player can mark points on a map. To do this, use a card on a placed banner, and the spot of the banner will be marked on the card. The brand takes on the color of the basic color of the banner. If the banner has a name, the brand will display that name. If the banner is destroyed, the banner remains initially marked. However, if the player approaches where the banner was previously, it will disappear when the area is updated on the map.
Bedrock Exclusive: In the Bedrock Edition, a mapping table can also be used to add a pointer to create a location map or a blank location map by adding a paper compass, blank map, or map
Marker symbols 
The ID is in the item data as typeProperty, the ID name can only be found in the program code.
|0||White arrow||Player position and line of sight in the map area|
|1||Green Arrow||Position of the frame in which the card is hung|
|6||Big white point||Player position outside the map area|
|7||Small white point||Player position far outside the map area (more than 512 blocks)|
|8||House||Forest properties on a forest explorer map|
|9||Green dome||Ocean monument on an ocean explorer card|
|10 - 25||||Colored banner||Basic color of the banner of a banner marker|
|26||Red Cross||Buried treasure on a treasure map|
Multiplayer mode 
In the multiplayer mode, the cards have a high relation to the player, i.e. if a player reads a card that was discovered by a player, he only sees on the card what the corresponding player has already discovered before. Players can duplicate their cards and thus different players can see their discovered areas together. The position of other players who are holding the same card is also displayed and if cards are hung in a frame, you can also see the position on the card.
World generation 
Java-exclusive: Empty cards in the Java Edition are closed in 7.7% of the shipwreck chests and 10.9% of the chests of the fortress library in stacks of 1 and in 46.2% of the chests of the village cartographers in stacks of 1 to 3 Find.
Bedrock-exclusive: In the Bedrock Edition, cards are closed in 7.7% of chests from wrecked documents and 10.5% of the chests in the fortress library in stacks of 1 and in 46.2% of the chests of the village cartographers in stacks of 1 to 3 Find.
Card table 
A map can also be made using a single piece of paper on a mapping table to make a blank map, or using a paper with a compass for a blank location map.
Console-exclusive: In the Legacy Console Edition, a map appears in the player's inventory when a new world is created. Maps also contain the player's current coordinates above.
Bedrock-exclusive: In the Bedrock Edition, the player can activate the option to generate a map in the hotbar when creating a new world. If the world type is infinite or flat, the zoom scale is 3/4 (1: 8). If the world type is old, the zoom scale is 2/4 (1: 4).
Cards can be found in chests of villages, forts, and shipwrecks.
A new card is empty after it has been produced. The recording of the surroundings begins as soon as the player right-clicks with the card in hand. The new map always has the largest existing scale (1: 1). You can now make identical copies or copies on a reduced scale (1: 2 to 1:16).
|Blank card||Compass +|
Novice cartographer villagers sell a single blank card for an emerald as their trade.
Java-exclusive: In the Java Edition, villagers of cartographers can give players a blank map with the hero of the village effect.
Bedrock-exclusive: In the Bedrock Edition, villagers at journeyman level have the chance to sell an empty locator card for 5 emeralds.
If the player holds a blank card and right clicks, a new card is created. This map can then be adjusted to different zoom levels. Once converted to a drawn map, a view of the player's surroundings is drawn from top to bottom, with north pointing to the top of the map. A pointed oval pointer shows the player's position on the map and moves in real time as the player moves across the terrain shown on the map. The map is not centered on the player as it is created, but the world is divided into large invisible grid squares, and the map shows the area of the grid square it is in when it is first used. For example, if a player uses a new card in a particular grid and then moves a distance and uses another new card, but is still in the same grid, both cards will appear identically. In order to create a card that is not the same as the first, the player must drive outside the edges of the first card (since they are then in a new grid field). In this way, two maps can never partially overlap and each map can only show a fixed area.
In order to record the world on a map, that map must be held in the player's hands while the player moves around the world. The world is recorded unchanged during the exploration. If the world is changed, a player will have to revisit the area while holding the map in order to refresh the map view. Maps can also be cloned. If you hold a map in your hand, the clone of which is in an object frame on the wall, this map will be updated when you explore the world with the clone. The parameters of a map are set the first time it is used, ie the map does not stay centered on the player - the drawing snaps into a preset grid.
Other players will only appear on the map if they have a card in their inventory that has been copied from the one shown. When you place a map in an object frame, the map is displayed with a green pointer that appears at the position of the object frame. This is to help the player see where they are in relation to the area that the map is indicating. If the player leaves a card in an object frame and shows a clone of it, the green pointer will stay in the place of the framed copy. This can be used to set up waypoints. Unexplored areas are transparent and make the object frame visible.
When the player leaves the area indicated on a particular map, the player pointer turns into a white dot on that map. The marking is reduced to a smaller white point if the player is very far from the center of the map: The radius is 320 blocks per zoom level. The dot moves along the edge of the map to indicate the player's relative position. In the Bedrock Edition, however, the pointer remains as an arrow, but shrinks until the player is near the area shown on the map.
While maps work in the Nether, all they display is a red and gray pattern. The only useful feature is to find out where the player is in relation to where the map was created (in the middle) or to have framed maps (green pointers) placed. Also, the player pointer rotates quickly and is not a good direction indicator. When you place a banner in the Nether, it will appear on the map as usual.
If you are using a map from a different dimension in Java Edition, the position and direction of the player when it was last in the dimension of the map are displayed on the map. In the Bedrock Edition, however, the player can use cards from one dimension while in another dimension. With locator maps, the color of the placemark changes depending on the size the player is currently in (white for the upper world, red for the nether and magenta for the end). An upper world map in the nether shows the corresponding position and direction of the player in the upper world. Similarly, a nether map in the upper world shows the player's corresponding position in the upper world, but the location marker rotates just like a compass in the nether. An upper world map at the end shows the world brood. A nether map cannot be used in the end - the map is displayed but the placemark is nowhere shown - nor can an end map be used in the overworld or the nether.
A player can create a large piece of pixel art to the top, center a card on it, and place that card in an object frame to create a custom image.
Cards appear as a minimap when held in the hand or when the hand slot is occupied. The card is only full-size when held with both hands in the dominant hand. In the new Nintendo 3DS Edition, the map is not an element and instead is always displayed on the touchscreen.
Map content 
Each pixel on a map corresponds to an area of variable size in the world and is always aligned to X and Z coordinates, which are multiples of 8. In general, the color of a map pixel corresponds to the color of the most common opaque block in the corresponding area, as seen from the sky. 'Minority blocks' in the target area have no effect on the color of the pixel. Therefore, small features are usually not visible on zoomed out maps.
Bedrock-exclusive: In the Bedrock Edition, grass, leaves and watercolors that are bio-dependent are shown exactly on a map.
Maps show the bottom up to 15 blocks below the surface of the water in oceans as a slightly lighter blue so you can see where the bottom rises. This does not apply to land over water. Higher elevations in the world mean brighter colors on the map. The map records the surface even if the player moves below the surface.
Maps are 128 × 128 pixels in size. The coverage varies between 128 × 128 and 2048 × 2048 blocks (8 × 8 to 128 × 128 chunks) depending on the zoom factor.
Some relevant distances: 128 blocks (8 chunks) is the update radius of a player in the overworld. However, it's half of it (64 blocks) in the End and Nether. In addition, 1024 blocks is the minimum distance from Overworld to a Nether portal on which players can set up another portal and expect to reach a new location in the Nether. This is the distance across a 1: 8 card and also from the center of a 1:16 card to the edge.
Java Exclusive: Console Exclusive: In the Java and Legacy Console editions, each card contains a marker that indicates the location of the player and points in the same direction as the player.
Bedrock Exclusive: In the Bedrock Edition, a map can be created with or without this marker, and a map without a position marker can add a map later by adding a compass to the map. When a map is created without a compass, it is simply referred to as a "blank map". However, when it is made with a compass, it is known as a "blank location map". The marker also turns red when the player enters the Nether with an overworld map and shows the player's overworld location relative to your underworld location. A map created at the end has a purple marker showing the player's location. If at the end of the game an overworld map is used, a purple dot appears on the player's starting point.
You have two options for expanding the map beyond the edge: Either you reduce the scale as described below, or you go to the area beyond the edge of the map and draw a connection map there.
Copies of cards are useful to pass them on (multiplayer mode) or to be able to put a copy in a safe chest while you take the working copy with you on trips, where it can get lost. A map can be copied at any scale. Copied cards are stackable because they are identical. There is no difference between the original and the copy, as all copies remain linked. This means:
- All players holding a copied card see the same thing. Different players can make changes at different points in the landscape and record them with their copied map copy, which all other players can then see on their copied map copy without having been there.
- A copied backup copy in a chest is updated in the same way as the utility copy that you take with you when you travel. If the working copy is lost (e.g. if it falls into lava), the backup copy remains up-to-date and can be used to produce a new working copy.
To make copies, the written map, discovery card or treasure map is placed in a craft space and one or more blank cards (not stacked) are added. Since the arrangement does not matter, this is possible both on the workbench and in the 2 × 2 craft field of the inventory.
Downsizing the scale 
By reducing the scale, a map can show a larger area. A map can be scaled down up to four times. The original card is lost in each case. A mapping table can also be used to zoom out, using only one sheet of paper per zoom level.
(Scale 1: 2 - 1:16)
(Scale 1: 1 - 1: 8)
Zoom details 
The zoom works from the moment you center the map (zoom level 0) up to the largest size (zoom level 4).
Maps are always aligned to a grid at all zoom levels. This means that zooming out on a map in a certain area covered by that map always has the same center point, regardless of where the map was originally centered. For this reason, cards are aligned by card width (1024 blocks for level 3 cards) minus 64. A level 3 map that is created when it is created covers the X and Z coordinates from -64 to 960. All maps created in this area zoom out to the same size coordinates which ensure that they are always aligned on a map wall.
At zoom level 0, a map created on point (0,0) has (0,0) in the center of the map. At higher zoom levels on the same map, the coordinate (0,0) is in the top left square of the map.
Console-exclusive: In the Legacy Console Edition, maps cannot be enlarged or reduced, but expanded with the help of a cartography table. A level 3 map covers X and Z coordinates from -512 to 512. This is done in such a way that a classic and small world uses only one map, a medium-sized world uses exactly 9 maps (X and / or Z coordinates from ± 512 to ± 1536), and a large world uses exactly 25 maps (X and / or Z coordinates from ± 1536 to ± 2560).
Java Exclusive: In Java Edition, you can view the zoom level on a map by turning on the advanced tooltips (an on-screen debug option that can be toggled by holding F3 and pressing H). The tooltip on the map then shows the zoom level and the scaling factor.
A mixture of blank maps and blank location maps can be used. Whether position markers are displayed on the cloned maps depends only on the map entered.
In this example the location (small orange dot) is 1663/1279. It lies exactly in the middle of a 1: 1 card (pink square on the left). If you want to have a connection map to the east (right pink square), you have to walk at least 64 blocks to the east in order to cross the next 1: 1 grid boundary. If you walk less far, the same map is generated again because you are still in the same 1: 1 grid.
If you reduce the scale to 1: 2, you are no longer in the center of the map (left blue square). If you want to have a connection map to the east (blue square on the right), you also have to walk at least 64 blocks to the east from the starting point in order to cross the next 1: 2 grid limit.
If you reduce the scale to 1: 4, you are on the map (left green square) a little below the center. If you want to have a connection map to the east (green square on the right), you have to walk at least 320 blocks to the east from the starting point in order to cross the next 1: 4 grid limit.
If you reduce the scale to 1: 8, you are on the map (left red square) above the center again. If you want to have a connection map to the east (right red square), you also have to walk at least 320 blocks to the east from the starting point in order to cross the next 1: 8 grid limit.
If you finally reduce the scale to 1:16, you are on the map (left black square) far away from the center. If you want to have a connection map to the east (black square on the right), you also have to walk at least 320 blocks to the east from the starting point in order to cross the next 1:16 grid limit. A mapping table can also be used to clone and shrink a map.
The parts of the world that have already been explored and mapped are copied, and newly explored areas are displayed in both cases.
In creative mode, a card in an object frame can be cloned using the selection block, provided that this card is not also in the player's inventory.
The grid boundaries in the X direction for the example:
|1:1||-64 + grid × 128||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29||30||31||32|
|1:2||-64 + grid × 256||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16|
|1:4||-64 + grid × 512||1||2||3||4||5||6||7||8|
|1:8||-64 + grid × 1024||1||2||3||4|
|1:16||-64 + grid × 2048||1||2|
Maps can be locked in a cartography table when using a pane of glass. This will create and lock a new map with the same data. All copies of this new card are also blocked. A blocked map never changes, even if the mapped terrain changes. Blocked cards can no longer be unblocked!
Pixel Art 
Cards can also be used to create any picture to hang on the wall. The easiest way to do this is to go to an area of the world that is as flat as possible, e.g. a desert, and paint the picture in the landscape by placing colorful blocks that, when viewed from above, form the picture. Since a block corresponds to exactly one pixel on the map on a 1: 1 scale, these are called images Pixel art. The image is made up of 128 × 128 pixels, which corresponds to an area of 128 × 128 blocks in the landscape. However, it is not necessary that all blocks are on the same level. You can also build your Pixel Art in such a way that it cannot be recognized as such from below, but only from the air.
NBT data 
- map, Explorer map and treasure map have the item ID "filled_map"
- General object properties
- Day: Note the peculiarity of the Day-Property.
- map: The card ID from the card data.
- map_scale_direction: Used internally only when making a map with a different scale. The property is then removed immediately. Value to be added to the current scale. Always 1.
- Surname:Discovery maps and treasure maps have the in the JSON text of their name translateProperty with the text variable from the language file so that the appropriate translation can be displayed:, or.
- MapColor: The RGB color of the lettering on the card item. Normal cards have black lettering, while discovery cards are colored.
- map_tracking_position: Used internally only when making a map with a different scale. The property is then removed immediately. 1 or 0 (true / false) - true if the player has added markings to the map and these should be updated. Not used at the moment.
- Decorations: An optional list of additional tags
- The properties of a marker
- id: ID of a marker. Can only be used once, further markings with the same ID are ignored. Discovery maps and treasure maps are marked "+" for the structure.
- type: Type of marking (see textures / map / map_icons.png). The value 0 corresponds to the first marking. For the meaning of the markings, see the map.
- x: X coordinate
- z: Z coordinate
- red: Rotation of the marking, values from 0.0 to 360.0. If the value is 0, the marking is rotated downwards. The markers are rotated clockwise.
- The properties of a marker
|Card room||Hang 9 fully explored adjacent cards in 9 square (3 x 3) frames.||—||40G||silver|
- In Java and Bedrock editions, the button allows the player to hold a card without blocking the view.
- The highest possible map ID up to version 1.13 was 32767.
- If this number was reached, negative card IDs were used and could only be updated by reloading the game. When the counter returned to 0, all cards were overwritten.
- The highest card ID since 1.13 is 2.147.483.647, together with the card ID 0, this is a maximum of 2.147.483.648 (231) Unique maps for a Minecraft game save possible.
- A command created map can be any map by specifying the desired map number with the Map parameter. E.g. command outputs the specified player. If no data value is specified, it is used by default. If it has never been created, it will be centered on.
- The cards are saved separately as a separate data file, with the card number being. See the map element format for more information. By manipulating this number, players can organize their cards to suit them, or if they accidentally create a card in the same location, they can delete their extra card to save the number they created.
- Certain programs can be used to create custom cards with pictures or text instead of actual cards. Many users use these in adventure cards to display pictures or tell a story.
- Because all copies of a card are links to the same file, if an unfinished card is copied, it will be synced with the copy as the player fills it out. This allows a copy stored in a chest to act as a remote backup.
- Notch said he programmed cards to make it easier to work on books with text written by players or on images with custom textures.
- A map that is in an item frame is only updated when a player picks it up, reloads it and can put it back again.
- Notch once said that maps of caves are an interesting idea. But this was never implemented.
Handling a card
By exploring the area becomes visible on a map
No terrain is recorded in the Nether
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