MC Map — Minecraft map reveal painter

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MC Map

A Minecraft map you can brush open. Everything happens in this tab — nothing is uploaded, and the page works with no network at all.

Where the map comes from

Generated terrain
Real Minecraft landscape for a seed, drawn here rather than in the game: continents, oceans, rivers, biomes and canopy, anywhere in the world. Villages, caves and individual trees are placed after the landscape, so they are not in it.
Your world
Drop a save folder on the page. The region files are read in the browser and rendered with the same colours the game would use.
Map item
A map_*.dat from that save — exactly the map the player holds, explored where they explored.
Your picture
Any picture you open or drop — a photo, a logo, a drawing. The canvas takes the picture's shape straight away, so a landscape photo is not cropped to a square before you have seen it. Fit, Picture zoom and Move place it inside the border, or hold space and drag it around; whatever it does not cover is map paper. Style is the choice that matters:
Terrain reads the picture's brightness as height and hands it to the same two rules that draw a generated map — a colour for each height band, and a shade from the step to the north. You get real coastlines, real forest, real relief, in the shape of your picture, because none of it is being imitated. Sea level says what share of the picture floods: 44% means the darkest 44%, whether the picture is a night shot or a snow scene.
Biome picks which world your picture becomes — a desert, a taiga, a mushroom island, or Varied, which gives it several at once, in regions with coastlines of their own the way a real world arrives. Variety is how many climates turn up, from cold to hot; turning it up adds climates rather than reshuffling the ones already on screen. Region is how wide a region gets, in map pixels, so a small number means many small countries and a large one means a few big ones.
Sea texture gives the water its shape. A map shades every square by how it steps against the square north of it, so a perfectly level sea floor comes out one solid blue. This gives the floor under the water some relief, which the same rule then terraces into real open water — without moving the coastline by a single square.
Trees puts woods on the land. The same shading rule is why they are worth having: a crown stands five or six blocks above the ground it grows on, so a wood draws a bright rim along its northern edge and a dark one along its southern, which is what makes a forest read as a forest rather than as a green area. The crowns are the game's own — a scattered lattice of trunks with the real leaf dome stamped on each, so they have holes in them and no two sit at quite the same height. Turn it down for open country; turn it up for closed canopy.
Poster keeps the picture's own colours and makes a print of it instead of a map — straightened out, pushed, and flattened to a few flat levels. Contrast, Colour and Levels are the three knobs; fewer levels is more graphic, more levels keeps more of the photo.
Map palette is the faithful one: your picture exactly as it is, redrawn in the 61 base colours the game has to print a map in. Which colour each pixel becomes is decided perceptually, and Blend missing colours mixes neighbouring colours to stand in for the ones the palette has not got, so skies and skin keep their gradients instead of stepping. Turn it off for flat posterised blocks, which is usually what a logo or pixel art wants. Because it lands on real map colours, the map_0.dat export is exact rather than approximated.
Smooth applies to Terrain and Poster. Both round the picture to a few levels, and grain sits right on the boundaries, so a noisy picture flattens into confetti unless it is settled down first. Turn it to 0 for pixel art, which has no grain to settle.
Explorer map works whatever the style — it traces the coast the picture actually has, so a picture with no blue in it still comes out as a treasure-map outline of itself.

Brushing

Drag on the map to open it. The brush does not draw a hard circle: its last few pixels are dithered out through an ordered matrix keyed to the map's own grid, which is what the game's own reveal looks like and what keeps overlapping strokes from banding. Radius and Dither rim stay live — move them after you have painted and the whole painting is redrawn at the new size.

What comes out

PNG · SVG
The finished graphic. The SVG is one rect per run of pixels, so Illustrator opens it as editable pixels rather than a photo.
Layers .psd · Layers .svg
The paper, the map, the border and every marker on separate layers — optionally one layer per animation frame, so a compositor can cut the reveal anywhere. Photoshop, Illustrator, Affinity and Inkscape all open these as real layers.
Reveal mask
Black and white at map resolution, for a Photoshop layer mask.
Map .dat
A real map item. Drop it in your save's data/ folder and it opens in game, explored exactly where you brushed.
WebM · GIF · PNG frames · SVG frames · Sprite sheet
The reveal as an animation, in whichever form your editor wants.
Project
Everything on the page in one .mcreveal file — the painting, the reveal order, the markers, every setting and the map's own pixels, so it reopens without the save folder. You are asked to name it, and the name offered is what the map was made from: the picture's file name, the seed and where it is centred, or the world's own name — with the canvas size on the end. A folder of these can be told apart without opening any of them.

Keyboard and mouse

Hold space — or drag with the middle button — to pan, and scroll to zoom. Shift+scroll changes how much world fits.

B brush · H pan · E erase · M marker · [ ] size · 0 fit · + zoom · ⌘Z undo · K play · , . step a frame · home end ends · R repeat · ? this window. Click the map first and the arrows move a cursor across it, with enter to stamp — or, with the Marker tool up, to put a marker down and to take it off again. Everything else works anywhere except in a field.