Minecraft Earth Map

A Scale Map of the Earth for Minecraft, created by MattiBorchers

There are a lot of creations of the entire planet Earth available for Minecraft. Or at least there are a lot of (more or less good) attempts. The bad thing in my opinion: most maps are completly outdated and/or aim to be as realistic as possible, but lack of playability.

The focus of this map is clearly the playability!


To achive this, the main goal was to implement all current Biomes to the map. Furthermor I wanted Minecraft to populate the whole terrain (trees, ores, corals) to have the best variation. And last but not least, it should be easy to update the map to a new Minecraft version.

1:1000 - 43008x21504 blocks

1:2000 - 21504x10752 blocks

1:4000 - 10752x5376 blocks


Here you can get an overview of the full maps at different scales / views. Note that some trees and the ice are not shown properly.

Custom Terrain


For the heigtmap I combined two images from the NASA Blue Marble collection, the topography and the bathymetry.

You can find the images here. I changed the images a little bit to fit better. For example, on the 1:1000 scale, the lowest point is 9, the highest point is 254. On the 1:4000 scale, the lowest point is 48, the highest point is 110. This way, the mountains looks better on each maps.

Responsive image


For the biome distribution I used the Köppen-Geiger climate classification.

You can find a 1km resolution image here. I only had to map the different colors to the specific biomes in the script. More on the Script part.

Responsive image


I used different images to add various layers to the map. Some of these maps can be found here.

In my opinion the most important layer. Kind of self explaining. This layer adds rivers to the world.


This is optional. Some people like the borders, some people hate it. All borders are displayed as 2 cobblestone blocks and 1 metal bar above the cobblestone. Can easily being changed or disabled.


The same goes for this layer. It is helpful to find cieties, but some people prefer just the pure landscape. The Urban Layer is simply cobblestone instead of gras / sand.


For easier navigation I added roads (using Minecrafts paths block), which have been extracted from OSM data. I used public railways as reference, because there are just to many real roads in areas like Europa and Norht America. Here is an image of Berlin, the river Elbe and its surroundings.


I only had to edit the images, so all pixels are either #000000 or #FFFFFF. This is important, because custom layers in worldpainter only have the values 1 or 0 (true or false / applied or not applied).


Previously I determined the terrain according to the biomes. The problem, in many places it's not the reality. For example, in Egypt, especially the Nile Delta. On the Climate map, everything is a desert, but in reality, it's all green around the Neil. So I took the GlobCover Data, which gives a better representation of the terrain without changing the biome. This also gives a better transition between biomes and more variation of the ground.



To make the map more interesting, I added some deposits of coal, iron, gold and diamond. In addition, you can find sand and clay underground in deposites just like gravel.

The positions are calculated by this real life data.

Don't worry, all ores are still available in all biomes as before (generated by Minecraft), but this adds some additional places, where you can find this items a lot easier and in higher amounts. It's time for Gold Rush, isn't it?



A little journey through my development process.

First of all, I created the map using the heightmap (with an 16bit image, so 0-65535, to avoid rounding errors)

var heightMap = wp.getHeightMap().fromFile(heightmap.png').go(); var westShift = -Math.round(537.6 * scale); var northShift = -Math.round(268.8 * scale); var world = wp.createWorld().fromHeightMap(heightMap).shift(westShift, northShift).fromLevels(0, 65535).toLevels(0, 255).go();

All additional layers and the terrain were imported, too.

var riverLayer = wp.getLayer().fromFile('Rivers.layer').go(); var terrain = wp.getTerrain().fromFile('Custom_Mesa.terrain').go(); var customMesa = wp.installCustomTerrain(terrain).toWorld(world).inSlot(1).go();

Apply a lot of layer, e.g. the Border Layer (first apply it to the whole map and then remove it on water)

wp.applyHeightMap(borderMask).toWorld(world).shift(westShift, northShift).applyToLayer(borderLayer).fromLevel(0).toLevel(0).fromLevels(1, 255).toLevel(1).go(); wp.applyHeightMap(riverMask).toWorld(world).shift(westShift, northShift).applyToLayer(borderLayer).fromLevel(1).toLevel(0).go()

Last but not least, save the map to the disk


Wanna see the full script and images I used? Get it on GitHub

One more thing: You should change the "worldpainter.vmoptions" file. Just add one row to the end of the file.


The best is to use the maximum of your RAM. (If you only have 4 GB installed, it is possible that you are not able to generate the world.)

For the creative version:

I used spigotmc to load and populate the map. With the plugin WorldBorder, I set a border and filled the map.

wb shape rectangular wb earth setcorners x1 y1 x2 y2 * wb wrap earth on wb earth fill 100 0 true wb fill confirm

*depends on the scale, e.g. "setcorners -21504 -10752 21504 10752" for the 1:1000 map.

For the survival version:

This was a lot harder to achive. When populating the map with structures turned on, Minecraft will place them anywhere in the map (depending on a seed). This will cause some strange placements of villages over water, pyramids in snowy areas, and so on.

The solution I found was the mod "Open Terrain Generator" (short OTG, available for Forge & spigotmc). Sadly only available for 1.12 at the moment. In the settings there are options to generate the biomes from an image.

TerrainMode: Default BiomeMode: FromImage

This way the OTG's world generator generates the biomes. (I just had to make sure the image is the same I was using in WorldPainter, with the only exception it had to be resized by 25% (see the OTG Documentation).

The newly generated biomes are not pixel perfect (because every pixel equotes 4x4 blocks), but you will hardly see this ingame. When re-opening the map in Vanilla Minecraft, all biomes from the first WorldPainter export are back. OTG just needs the image to know where to place what assets (trees, ores, structures).

But this is only some technical stuff and won't change the gameplay experience. Just be happy to have all structures in the right biomes.


From time to time I will add some features to the map or fix some bugs. I'm always open for suggestions!

The current version is "Release #3". Sadly, I am not able to host all previous version due to the large file size, so don't ask for it.

Release #3

27. May 2019

  • Added Globcover data for ground material generation
  • Added paths from OSM data (representing public railways between cities). See here
  • Improved borders (again) - now also extracted from OSM data
  • Improved the heightmaps again for better looking coastlines / rivers (some miscalculation in version 2 - shame on me)
  • Added sand and clay deposits (you can find them underground on y >= 48)
  • Improved the ocean floor

Release #2

04. March 2019

  • Added ore deposits. See here
  • Improved the heighmaps to get better rivers and smoother mountains
  • Make the borders a little smaller
  • Changed the custom terrain from "Noise" to "Blobs" - better for the eyes!
  • Warning: The world does not generate/populate properly Added 1.14 worldpainter files to Google Drive.

Release #1

14. February 2019

  • First release


If you are playing alone or with some friends, use the 1:4000 scale. It's still pretty huge and you have plenty of room.

If you are running a server for up to 50 people, the 1:2000 scale should be perfect.

If you want to create a massive multiplayer server, the 1:1000 scale is the way to go.

At the moment I'm offering 2 different versions of the map. A *Full-Survival Gameplay* map for 1.12.2 and a *No Structures / Creativity* map for 1.12.2 and 1.13.2. I am planing to release a 1.14.* map once the needed tools are updated. Don't ask me about a release date.

Cheats are enabled, so you can play both survival and creative gamemodes on both maps. The only difference is that the creative version lacks of structures, so you are not able to find dungeons with end-portals.

Important Note:

I recieved a lot of messages that the 1.13.2 version don't work in the singleplayer (Minecraft just generates a new map). The map was testet with the software spigot. Please try this method before contacting me!

Full-Survival Gameplay (Release #3)

This is perfect for Vanilla Gameplay. The map offers villages, temples, mineshafts and dungeons with end-portals. A mansion is only available at the 1:1000 scale, due to the size. There are no limitations and no cheats are needed, because all biomes / blocks / dimensions and mobs are present.

1.12.2 1:1000 1:2000 1:4000

No Structures / Creativity (Release #3)

No Minecraft structures, e.g. villages, temples and dungeons. But all resources (ores and trees) are available and will be generate when the map is loaded for the first time (this enormously reduces the size of the download). This version is for all creative builders. Additionally, this version should be compatible to most mods (e.g Pam's Harvestcraft on Forge and other mods that adds custom ores, trees, etc.). Perfect for server developpers.

1.12.2 1:1000 1:2000 1:4000
1.13.2 1:1000 1:2000 1:4000

The download links all link to the same Google Drive Folder with all downloads, because the single files can change and sometimes google change the link as well.

The best and fastest way to get this map is to "make a copy" into your own Google Drive. I have no idea if Google has any limits / restrictions for downloads. Please don't contact me to upload the map to another hoster.

Just create it yourself with the same WorldPainter Script that I used. Get it on GitHub or Google Drive (Release #3)

Download the "ready-to-export" WorldPainter files from my Google Drive or OneDrive. (Release #3 / created with WorldPainter Snapshot 2.6.0.RC2)

Open the *.world file, delete the custom layers you don't want and do an "export". All settings are already saved in the file. Depending on the scale you need a lot of RAM (I recommend at least 24GB for the 1:1000 scale) and it will take a few hourse to export.


Don't want to play alone?

Don't worry, there are multiplayer servers running this map.

Name Version
GlobeMC (Connect: play.globemc.net Live-Map) 1.13.2
Geographica (Connect: geographica.xyz Live-Map) 1.12.2
GamersFreedom (Connect: mc.gamersfreedom.ml) 1.14.2
No Emotional Villagers (Connect: 1.13.2
GEOCRAFT.XYZ (Connect: Geocraft.xyz Live-Map) 1.12.2
Plazamplex (Connect: plazmaplex.us.to) 1.14.2
GrasSMP (Connect: GrasSMP.serv.nu) 1.13.2
CCNet (Connect: Live-Map) 1.8 - 1.14

last updated: 13. June 2019

You are hosting a server with this map? Just let me know and I will add it to the list. Contact me at Discord, username: MattiBorchers#4569


You like my work? Feel free to download & use it for everything you like (without any restrictions). Mirror, change, post the map, but please link to this source.

You can also donate me via paypal, if you want: