Minecraft Maps / Environment & Landscaping

Raymond Isles | 4000x4000 CUSTOM MAP - Bedrock Conversion

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Bedrock Edition
Rockpods's Avatar Rockpods
Level 30 : Artisan Crafter
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I DO NOT OWN THIS MAP! Breaghath CREATED THIS MAP

Map Stats:
4k x 4k Custom Map by Breaghath

Raymond Isles | 4000x4000 Custom Map converted to the Bedrock Edition of Minecraft.

PM me if you want me to convert a different map or if the download link does not work.

You are not able to reupload this map or claim it is yours. If you use this in a video or some other medium credit Rockpods for the conversion and Breaghath for making the map.

I used MCC Toolchest PE and MCA Selector to convert the map
Progress100% complete

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slimbee
05/23/2021 2:05 pm
Level 1 : New Miner
slimbee's Avatar
Wow man!
1
Ivain
04/30/2021 7:56 pm
Level 61 : High Grandmaster Terraformer
history
Ivain's Avatar
As an experienced worldpainter to someone closer to the start of their journey: Don't use the "noise" custom material type OR the noisy effect caused by low-strength spraycan painting with materials that have strong contrast. Only use it with similar-colored blocks for texture variation (stone, andesite, perhaps cobble (though that's already a stretch) or dead coral, or for example granite, light gray clay and dried terracotta, or lastly smooth red sandstone, red sandstone and orange clay)



When you want a mix of materials for, say, a swamp, use the 'blob' noise type with blobs of different scales. (for example, grass, dirt, permadirt, mycelium, soulsand(?), water, you'd make the 'major' materials (grass, (perma)dirt, possibly mycelium) 100 scale, the 'minor' materials scaled between 20 and 50 (water, soulsand), then the same done again but 30-60 for 'major' and 10-20 for 'minor'. The important thing here is Aspect Ratio, as you can change the overall scale separately. You can also mess with the count, though I have no solid advice there, only personal preference. It's basically how common the scale would be. I'd advise keeping the counts for the 'major' materials close together, while varying the 'minor' materials in any number of ways
As for the reason why I'm advising you to use a smaller version of the same aspect ratio (or close enough), it's to create a mild 'fractal' effect.

Theoretically, if you have the patience, you could set the main scale of the 'blob' noise to something like 10, and start the main scale at 9000, going down in steps of either a linear amount (9000, 8500, 8000, etc), or just halving the scale halved each time (9600, 4800, 2400, 1200, 600, 300, 150, 75). The maximum "major" scale is 9999, but at that scale the standard 0-100% range (anything up from there would be absurdly large).

This particular example isn't necessarily the best option, but it will make you think a bit more creatively about custom material use.
When you want something like leaf piles under trees, I recommend simple ground cover layers, spraypainted at low intensity masked ONLY to the relevant tree layers (aka sakura tree layer has a 'ground cover' with a pink-wool/clay material pattern, height variation of 0-2 or so, and is sparsely painted ONLY on the sakura tree layer).

For things like that sand pattern, try a mix of a sand-grass-stonetype blob or layer material with high noise. It comes down to experimentation in the end. No advice is universal.



Final tip: for the love of all that is holy, SAVE your useful materials. Either right-click "export material" or use the save and open icons in the lower left corner of the 'edit material'.


Or do what I do, and create a worldpainter savefile named 0-something where you import ALL the useful layers and materials (keep only the most-used materials, there's limits to how many you can have active at once) once you've created them, so that if you start a new project you can use 'import items from existing world' in the 'edit' menu and get your whole collection in one go. It'll save SO MUCH TIME if you don't have to re-create everything from scratch but can adapt stuff that worked into your new project. Why re-invent the wheel, after all?



PS: When it comes to Worldpainter maps, I recommend either taking some actual screenshots so we don't have to skip through the (admittedly nice) cinematic, and/or taking a picture of either the 2D or 3D overview (without layers or grid visible, ofc). For 2D, "export as image" would be useful.

That way people have an idea of what the map looks like as a whole.
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