Your first map
In this walkthrough you build a house on a small hill and create a zone that shows a title when you walk in front of the house. At the end, you export it as a Minecraft world and open it in the game. Each step has a Check line describing what you should see on screen. It takes about 30 minutes.
Before you start, finish Install and first launch and make sure a version that has a jar is selected in Target version at the right of the menu bar. For camera controls, see Camera and views.
1. Create and save a new world
Section titled “1. Create and save a new world”- Click File › New (Ctrl+N).
- Click File › Save As… (Ctrl+Shift+S).
- Create a new folder (e.g.
first_map) and save asfirst_map.npworldinside it.
- Check: The world name at the right of the menu bar becomes
first_map.npworld. The right end of the status bar reads Saved. - This folder is the project folder. Export output (
export\) is also created here.
2. Lay the ground
Section titled “2. Lay the ground”An empty world has no blocks. First, lay a single layer of grass.
- Type
grass_blockin the search field of the Content Browser at the bottom. - Double-click the result tile.
- Press 1 to select the Place tool.
- Drag a large area across the viewport floor with the left button (about 48×48 blocks).
- Release the button.
- Check: Block to place at the right of the toolbar is
grass_block. While dragging you see green ghost blocks and a block count; when you release, a grass floor appears. - If you cannot see the whole floor, press F to frame it.
3. Raise a hill
Section titled “3. Raise a hill”- Press T to go to Landscape mode.
- In the left Tools panel, choose Height brush under Mode, then Raise under the brush.
- Increase the radius with ]. A “Radius N” notification appears in the viewport.
- Drag over one side of the floor several times to make a low hill.
- Check: When you hover, the height that will change is shown as a ghost. When you drag, the ground rises, and the top is painted grass and the sides dirt and stone (Auto material).
- If it gets too high, undo one stroke at a time with Ctrl+Z. Ctrl+drag smooths.
- For the full set of tools, see Landscape.
4. Build a house
Section titled “4. Build a house”- Find
oak_planksin the Content Browser and double-click it. - Press 5 to select the Shape tool.
- In the Tools panel, set Shape = Box and Box = Walls only.
- Set the size fields to Width (X) 9 · Height (Y) 5 · Depth (Z) 7.
- Click on flat ground.
- Check: Before you click, the wall shape is shown as a translucent ghost. When you click, four hollow walls appear.
- To mix several blocks, enter something like
70%stone_bricks, 30%cracked_stone_bricksin the pattern field.
- Change Box to Filled.
- Set the size to Width (X) 11 · Height (Y) 1 · Depth (Z) 9. This is a slab one block wider than the walls on each side.
- Point at the top of the walls, find the spot where the ghost slab covers the walls, and click.
- Check: A flat roof covers the walls. If it is misaligned, press Ctrl+Z and click again.
- You can make a pointed roof with Shape = Pyramid · Arch · Slope · stairs.
- Press 2 to select the Break tool.
- Click the two center blocks (top and bottom) at the base of the front wall.
- Check: A 1×2 door opening appears in the wall.
- For how to use shapes, see Shapes, brush and fill.
5. Save the house as a prefab and place another
Section titled “5. Save the house as a prefab and place another”- Press 4 to select the Selection tool.
- Drag around the base of the house to create a box selection.
- Drag the green face handle on top of the selection box up to the top of the roof.
- Click Tools › Save selection as prefab.
- Check: The status bar shows “Selection W×H×D”. When saved, a “Prefab saved: … (Content “Prefabs”)” notification appears.
Now place the prefab you saved.
- Open the Prefabs panel from the Window menu.
- Select the prefab you just saved and click Place.
- Click another spot on the hill. You can rotate it with R before placing.
- Check: A second, identical house appears and the tool switches to Selection. You can move it right away with W.
- Double-click a prefab to open its edit window. If you edit the original and click Save, the placed houses change too. See Prefabs.
6. Plant trees
Section titled “6. Plant trees”- In the mode row of the toolbar, choose Foliage (scatter).
- In the Scatter section of the Tools panel, choose Forest (oak · birch) under Stacks.
- Click the ground around the houses. You can also switch Stacks to Meadow or Flower field and scatter again.
- Check: Trees are planted scattered inside the brush circle. A
흩뿌리기/…(scatter) group appears in the Outliner. - To plant a single tree, Shift+click. Change the circle size with [ ].
- For details, see Foliage.
7. Create a zone trigger rule
Section titled “7. Create a zone trigger rule”Create a rule that shows a title on screen when you walk up to the front door.
- Click Tools › Create zone trigger… (drag a zone → template) (Ctrl+Shift+T).
- Drag on the floor in front of the door to draw a zone. Clicking without dragging creates a 4×4 zone.
- In the Zone trigger wizard, enter
Entrancein Name. - Leave When = When a player enters, Who = Anyone, Loop = Every time.
- Under Actions, click Show title.
- In the Title field of the new row, enter
Welcome. - Click Create.
- Check: A translucent trigger zone box with its name and a one-line rule appears in front of the door (show flag Trigger zones). A one-line rule appears in the Tools › World logic panel.
- You can undo the whole wizard with a single Ctrl+Z.
- To edit the rule further, see World logic.
8. Test with Play
Section titled “8. Test with Play”- Move the camera close to the ground near the zone.
- Click Play (Alt+P) in the center of the toolbar.
- Walk into the zone with W A S D.
- Press Esc to return to editing.
- Check: The moment you enter the zone, “Welcome” appears in the center of the screen.
- By default, Play starts from the current camera position. You can change this to From spawn point in the ▾ next to Play on the toolbar.
- Nothing that happens during Play changes the world. See Testing in Play mode.
9. Save
Section titled “9. Save”Press Ctrl+S.
- Check: The status bar reads Saved and the changed dot on the menu bar goes out.
- Even if you do not save, autosave keeps a separate copy every 120 seconds.
10. Export as a Minecraft world
Section titled “10. Export as a Minecraft world”- Click Build › Save as Minecraft world….
- Choose the destination folder. The default is
exportin the project folder. - Copy the generated
first_map_worldfolder into Minecraft’ssavesfolder (%APPDATA%\.minecraft\saves\for the official launcher). - Launch Minecraft at the target version and open the world from the Singleplayer list.
- Check: A “World saved: first_map_world — copy it to .minecraft/saves/ to see it in the singleplayer list” notification appears. In the game you see the hill, houses and trees.
- World logic rules (zone triggers) do not run in a singleplayer world. Rules are run by the server plugin NP Scene. Build the server files in the Export window (Ctrl+Shift+E). See Export and import.
What to read next
Section titled “What to read next”| To do this | Pages |
|---|---|
| Work with blocks faster | Selection and region editing · Face extrude |
| Shape the terrain further | Landscape · Water, roads and coasts |
| Add more game behavior | World logic · Logic graph |
| Make it look like the game | Game view and shader pack |
| Learn the shortcuts | Shortcuts |