你可以幫助我們來翻譯此條目,但請勿使用機器翻譯。
該頁面頁面介紹了地圖的製作方法,及其跟隨玩家在世界中的移動而自動繪製的方式。該頁面還介紹了地圖的局限性以及潛在陷阱,例如按 Shift 鍵立即製作一組地圖無實際意義,因為它們的內容都是完全相同的。
地圖集
建立地圖集的時候有兩種不同的方法:一種是,建立新地圖之前行走到目前地圖的邊緣處,這樣可節約建立地圖的資源,地圖的重疊部分降低到最低。另一種是,謹慎確保地圖的重疊,這樣在多張地圖上尋找相同的目標將輕而易舉,可以知道地圖之間的相對關係。
地圖縮放功能在駭人更新(1.4.2)之後加入遊戲,使得讓0級(初始)到3級的地圖故意重疊的辦法變得沒什麼好處,因為縮放到下一個等級的時候,兩張地圖就可以恰好的銜接在一起。1.8之後因為地圖不再以玩家為中心生成而是對齊到相應的網格中去,因此建立彼此恰好銜接的地圖變得更容易,儘管有玩家不喜歡這樣。
地圖基礎
不管你使用的是什麼方法,在你建立地圖時,這知識對你來說是有用的。例如,你想建立一個「地圖#0」(其實我一直在糾結是否要把地圖命名為「Map_0」)在你想要覆蓋的區域上。當地圖被製作出來後(中心放羅盤,周圍8格放紙),它們是「空白地圖」(ID是395)。拿著一張空白地圖,右鍵點擊就可以啟動它(ID是358),並且會顯示出以你為中心,半徑100~120格的地區的地形。縮放級別為0的地圖長度與寬度都為128格,佔地面積也就是128×128格。因此,如果你在或是接近中心塊,那麼顯示出來的範圍幾乎可以覆蓋整張地圖。
如果你想要保留這個地圖,你可以複製它。在你的背包裡的製作區域或工作枱裡,擺上一張需要被複製的地圖和一張「空白地圖」就可以完成複製。將一張縮放級別為0的地圖放在工作枱中間,周圍圍一圈紙,那麼一張縮放級別為1的地圖便會被製作出來。這張地圖將佔地256×256格,標籤也會變為「地圖#1」(假設沒有地圖在此期間建立)。
這種步驟可以再重複進行3次,從而獲得「地圖#2」(512×512)、「地圖#3」(1024×1024)以及「地圖#4」(2048×2048)
繪製地圖
(下面的編號假定你建立的只有這裏討論的地圖,而不是其他人建立的地圖)
首先,移動到距離x軸與z軸原點64格的矩形範圍內(說清楚點就是x軸和z軸座標都在64以內)並啟動一個空白地圖(「地圖#0」)。用上述的方法(在「地圖基礎」板塊裏面介紹了)將其縮放級別擴張為1(「地圖#1」),繼續啟動後再用上述方法建立一張2級(這裏是指它的縮放等級,下同)的地圖(「地圖#2」),繼續該步驟複製擴展至3級(「地圖#3」)地圖。這時複製一張3級地圖(「地圖#3副本」),並將它擴展為4級地圖(「地圖#4」),大範圍的地圖可以為你的探索提供更清晰的方向。
當然,建立一些3級地圖相對於4級地圖來說,可以顯示出一些細節(代價就是並不便捷,推薦將其放入展示框中)。如果你打算這樣做,你應該向北移動到距離座標(0,y,1024)64格的範圍內,在這裏用一個空白地圖建立一個新的縮放等級為0的地圖(「地圖#5」),然後縮放至縮放級別為3的地圖(「地圖#8」)並保留它。然後向東移動到距離座標(1024,y,1024)64格內,繼續建立新地圖(「地圖#9」)並擴大到3級(「地圖#12」),將其保留下來。就這樣按順時針方向,向南到座標(1024,y,0)並重複此過程,以此類推:
| 地圖#n | X軸座標 | Z軸座標 | 相對位置 |
|---|---|---|---|
| 地圖#16 | 1024 | 0 | 東, 3:00方向 |
| 地圖#20 | 1024 | 1024 | 東南, 4:30方向 |
| 地圖#24 | 0 | 1024 | 南, 6:00方向 |
| 地圖#28 | -1024 | 1024 | 西南, 7:30方向 |
| 地圖#32 | -1024 | 0 | 西, 9:00方向 |
| 地圖#36 | -1024 | -1024 | 西北, 10:30方向 |
現在,你將有9張3級地圖,並且這9張地圖完全地覆蓋了4級地圖的範圍。甚至這9張地圖覆蓋的面積比4級地圖還要大512塊,並且在四個角的地圖的中心在4級地圖的邊角上。當然,你可以在放大這些地圖之前複製它們,否則你將難以再次獲得它們(地圖降級可是不可能的),除非你使用了一些指令(例如:/give <玩家> 358 1 <NBT>,「358」是已經啟動的地圖)。
追蹤地圖的相對位置
It's helpful to keep track of the relative positions of the maps. A useful method of displaying the map set is to craft 10 Item Frames and place them on a wall in a 3-by-3 square with the tenth atop or beside the square. Place the zoom-level 4 overview in the tenth item frame. Place the nine maps in their appropriate positions in the 3×3 square. A sign can be added which identifies the origin and perhaps the corner coordinates. You could also duplicate any of these which you wish to carry with you while fully exploring an area. Information added to one copy will be automatically updated to all other copies. (Note that crafting a second map of the same area—not duplicating, but crafting anew—will create a map that is NOT linked to the original version, and it will thus NOT be updated even though it covers exactly the same area.)
Set of maps in item frames
In the illustration, the sign provides the map # of each of the maps shown. Map #127 is the center map. Map #185 is the map to the north, #189 to the right of that, and the numbering continues clockwise.
As another option, use a chest, and store the maps in slots in the chest that correspond with their in-world positions. If you use this trick, be careful to put them back in the right place once done with them.
You could also craft a Book & Quill (data value 386) in which you can write descriptions of what the map-set covers. This is a useful place to make notes of interesting spots found on those maps. That Book & Quill can be placed in an item frame next to the map set.
避免重疊
Following the Pretty Scary Update, zoom-level 0 maps will not overlap—they are created with each center 128 blocks from each other center. Since the center-most map has an origin of 0,y,0, each zoom-level 0 map has an x-coordinate and z-coordinate which are each a multiple of 128. All maps created within 64 blocks of a particular pre-defined center will be identical.
Overlapping zoom-level 1 maps
Higher zoom-level maps can overlap one another because they can be crafted from zoom-level 0 maps that are centered only 128 blocks from each other. A zoom-level 1 map, for example, covers 256×256 blocks. So if you create a zoom-level 1 map from a zoom-level 0 map centered on (128,y,128)--which would cover a square bounded by the points (64,y,64)-(192,y,64)-(192,y,192)-(64,y,192)--the zoom-level 1 map will cover a square bounded by the points (0,y,0)-(256,y,0)-(256,y,256)-(0,y,256). The zoom-level 0 map adjacent (to the east) would be centered at (256,y,128) and described by the four points (192,y,64)-(320,y,64)-(320,y,192)-(192,y,192). A zoom-level 1 map crafted from this second zoom-level 0 map would be described by the points (128,y,0)-(384,y,0)-(384,y,256)-(128,y,256). The left half of this second zoom-level 1 map will overlap the right half of the first zoom-level 1 map. The illustration on the right may help.
To keep zoom-level 1 maps from overlapping, ensure that each is built from a zoom-level zero with x- and z-coordinates that are multiples of 256. To keep zoom-level 2 maps from overlapping, build them from zoom-level 0 maps with x/z coordinates that are multiples of 512. Zoom-level 3 maps should only be crafted from zoom-level 0 maps centered on x/z coordinates that are multiples of 1024; and zoom-level 4 maps should be crafted from zoom-level 0 maps with x/z coordinates that are multiples of 2048.
Tip: Mark the center of maps by placing a sign labeled it with the map number, and light it up or mark it in some way so that it's easier to find again. Additionally, craft a duplicate map and place it in a frame at that spot. The map (or its duplicate) will display with a green pointer shown at the location of the item frame.
Tip: Surface lava pools make good landmarks as they show up as red dots on zoomed-out maps. The higher the zoom-level, however, the larger the pool must be before it shows up. You can, of course, make your own lava pool, just be sure it is open to the sky. I have built them in "martini glasses" to avoid falling into them and to make them easy to find at night.
Tip: The Time-Saving Tips page has some extra suggestions for making mapping quicker and safer.
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