
/give @p minecraft:filled_map[map_id=0]The map ID corresponds to a specific map in your world. Map 0 is the first map created, map 1 is the second, and so on. You can find existing map IDs in your world's data folder.
Map scale is determined when the map is first created or zoomed out at a cartography table. When a non-default scale is selected, it is stored as custom_data on the item for reference.
Sets the color of the map item in the inventory. This does not affect what the map shows, only the item background tint.
How filled maps work: A filled map references existing map data stored in your world. Each map has a unique ID that points to exploration data. If the map ID does not exist in your world, the map will appear blank (brown).
Generate /give commands for filled maps with specific map IDs, scale levels, and custom item colors. Copy existing maps or distribute them to players in Java Edition.
Filled maps in Minecraft reference a specific map ID that links to the actual map data stored in the world. By specifying a map ID in a /give command, you can create copies of any existing map in your world. This is useful for distributing map room copies, sharing exploration maps, or setting up map walls on servers.
The generator also lets you set the scale level and map item color, giving you full control over the resulting item.
1. Set the map ID. Enter the numeric ID of the map you want to reference. Map IDs start at 0 and increment each time a new map is created in the world.
2. Choose the scale. Select a zoom level from 0 (128x128 blocks, most detail) to 4 (2048x2048 blocks).
3. Set the map color. Optionally customize the item tint for color-coding in item frames.
4. Copy the command. The output updates live, so paste it into your game to receive the filled map.
Minecraft maps have five scale levels. Each level doubles the area covered:
| Scale Level | Area Covered | Blocks per Pixel | Best For |
|---|---|---|---|
| 0 (default) | 128 x 128 | 1 | Building details, small areas |
| 1 | 256 x 256 | 2 | Villages, small structures |
| 2 | 512 x 512 | 4 | Biome views, medium areas |
| 3 | 1024 x 1024 | 8 | Regional overview |
| 4 | 2048 x 2048 | 16 | World map, large area navigation |
Maps always render on a 128x128 pixel grid. Higher scale levels reduce the detail per pixel to cover more area. A level-4 map covers the same area as 256 level-0 maps.
Map walls. Create a grid of maps in item frames for a wall-mounted overview. Use consecutive map IDs and matching scale levels for a seamless world map.
Distributing maps on servers. Once a map is explored, give copies to everyone with /give @a filled_map[map_id=0]. Each player gets the same explored map.
Color-coded map rooms. Use the map color component to tint maps for organization: blue for ocean regions, green for forests, red for Nether portal locations.
Adventure map guides. Pre-explore maps and hand them out as quest items so players can navigate to specific locations.
Maps have five scale levels (0-4). Level 0 is the most detailed at 128x128 blocks. Each level doubles the coverage, up to level 4 which covers 2048x2048 blocks. Zoom out in a cartography table with eight paper.
Every filled map has a unique numeric ID in its map_id component. Maps with the same ID display the same content. IDs are assigned sequentially starting from 0 when new maps are created in the world.
The map_color component changes the item icon tint in your inventory and item frames. It does not alter the actual map content, only the visual appearance of the item itself.
A filled map references map data that already exists in your world. If the map ID you give does not match any explored map, the item shows up blank (brown). Use an ID that points to a map you have already created to copy its contents.
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