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该页面页面介绍了地图的制作方法,及其跟随玩家在世界中的移动而自动绘制的方式。该页面还介绍了地图的局限性以及潜在陷阱,例如按 Shift 键立即制作一组地图无实际意义,因为它们的内容都是完全相同的。
地图集
创建地图集的时候有两种不同的方法:一种是,创建新地图之前行走到当前地图的边缘处,这样可节约创建地图的资源,地图的重叠部分降低到最低。另一种是,谨慎确保地图的重叠,这样在多张地图上寻找相同的目标将轻而易举,可以知道地图之间的相对关系。
地图缩放功能在骇人更新(1.4.2)之后加入游戏,使得让0级(初始)到3级的地图故意重叠的办法变得没什么好处,因为缩放到下一个等级的时候,两张地图就可以恰好的衔接在一起。1.8之后因为地图不再以玩家为中心生成而是对齐到相应的网格中去,因此建立彼此恰好衔接的地图变得更容易,尽管有玩家不喜欢这样。
地图基础
不管你使用的是什么方法,在你创建地图时,这知识对你来说是有用的。例如,你想创建一个“地图#0”(其实我一直在纠结是否要把地图命名为“Map_0”)在你想要覆盖的区域上。当地图被制作出来后(中心放指南针,周围8格放纸),它们是“空地图”(ID是395)。拿着一张空地图,右键单击就可以激活它(ID是358),并且会显示出以你为中心,半径100~120格的地区的地形。缩放级别为0的地图长度与宽度都为128格,占地面积也就是128×128格。因此,如果你在或是接近中心块,那么显示出来的范围几乎可以覆盖整张地图。
如果你想要保留这个地图,你可以复制它。在你的背包里的制作区域或工作台里,摆上一张需要被复制的地图和一张“空地图”就可以完成复制。将一张缩放级别为0的地图放在工作台中间,周围围一圈纸,那么一张缩放级别为1的地图便会被制作出来。这张地图将占地256×256格,标签也会变为“地图#1”(假设没有地图在此期间创建)。
这种步骤可以再重复进行3次,从而获得“地图#2”(512×512)、“地图#3”(1024×1024)以及“地图#4”(2048×2048)
绘制地图
(下面的编号假定你创建的只有这里讨论的地图,而不是其他人创建的地图)
首先,移动到距离x轴与z轴原点64格的矩形范围内(说清楚点就是x轴和z轴坐标都在64以内)并激活一个空地图(“地图#0”)。用上述的方法(在“地图基础”板块里面介绍了)将其缩放级别扩张为1(“地图#1”),继续激活后再用上述方法创建一张2级(这里是指它的缩放等级,下同)的地图(“地图#2”),继续该步骤复制扩展至3级(“地图#3”)地图。这时复制一张3级地图(“地图#3副本”),并将它扩展为4级地图(“地图#4”),大范围的地图可以为你的探索提供更清晰的方向。
当然,创建一些3级地图相对于4级地图来说,可以显示出一些细节(代价就是并不便捷,推荐将其放入展示框中)。如果你打算这样做,你应该向北移动到距离坐标(0,y,1024)64格的范围内,在这里用一个空地图创建一个新的缩放等级为0的地图(“地图#5”),然后缩放至缩放级别为3的地图(“地图#8”)并保留它。然后向东移动到距离坐标(1024,y,1024)64格内,继续创建新地图(“地图#9”)并扩大到3级(“地图#12”),将其保留下来。就这样按顺时针方向,向南到坐标(1024,y,0)并重复此过程,以此类推:
| 地图#n | X轴坐标 | Z轴坐标 | 相对位置 |
|---|---|---|---|
| 地图#16 | 1024 | 0 | 东, 3:00方向 |
| 地图#20 | 1024 | 1024 | 东南, 4:30方向 |
| 地图#24 | 0 | 1024 | 南, 6:00方向 |
| 地图#28 | -1024 | 1024 | 西南, 7:30方向 |
| 地图#32 | -1024 | 0 | 西, 9:00方向 |
| 地图#36 | -1024 | -1024 | 西北, 10:30方向 |
现在,你将有9张3级地图,并且这9张地图完全地覆盖了4级地图的范围。甚至这9张地图覆盖的面积比4级地图还要大512块,并且在四个角的地图的中心在4级地图的边角上。当然,你可以在放大这些地图之前复制它们,否则你将难以再次获得它们(地图降级可是不可能的),除非你使用了一些命令(例如:/give <玩家> 358 1 <NBT>,“358”是已经激活的地图)。
追踪地图的相对位置
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.
避免重叠
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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