Lay your maps out side by side so players can walk from one into the next.
The Overworld
The Overworld is the board your maps sit on. Placing two maps flush against each other is what lets a player walk from one into the other — where both sides are open along the shared edge, the ground lights up and stepping onto it carries them across.
You are laying out a world, not drawing one big map. Each map keeps its own grid and its own contents; the board only decides which maps touch, and where.
Where to Author It
| What | Where |
|---|---|
| The board itself | Map editor → Overworld (the map icon in the top bar) |
| Whether crossings exist at all | World Config → Features → Map Crossings |
| Which map players start on | Overworld → select a map → Set as starter |
| Projection (isometric / top-down) | World Config → Rendering |
How To Set It Up
1. Open the map editor and click Overworld in the top bar. 2. Pick a map from the list on the left. Unplaced maps are marked Free. 3. Click the board to put it down. The first map you place becomes the starter — where new players spawn. 4. Drag a second map towards the first. It snaps flush when it gets close, and the crossings it would create light up in yellow while you drag, before you let go. 5. Let go. If no crossing appeared, the bar at the bottom tells you why. 6. Click Save layout.
Dropping a map on empty space is fine — it snaps to the grid, and Auto-arrange will lay out everything unplaced against what is already down.
What Each Control Does
| Control | What it does |
|---|---|
| Auto-arrange | Places every unplaced map flush against the layout, choosing the side that opens the widest crossing. |
| Fit | Frames the whole board. |
| Undo | Steps back through placements. Ctrl+Z does the same. |
| Grid | Shows the chunk lattice. |
| Crossings | Shows the lit bands between maps. Turning it off only hides them here — it does not disable them. |
| Set as starter | Makes this the map new players spawn on. Only one map can hold it. |
| Connects to neighbours | Uncheck to stop this map forming any crossing, whatever it touches. |
| Remove from board | Takes the map off the overworld. It is not deleted — it returns to the list as Free. |
| A crossing in the list | Click it to switch that one crossing off, and again to switch it back on. |
How a Crossing Is Decided
You do not place crossings. They appear where the terrain allows one, and they need all of this:
- The two maps touch exactly — flush, no gap and no overlap.
- The opening is at least 3 tiles wide along the shared edge.
- The ground is walkable 3 tiles inward on both maps.
Gotchas
- Maps cannot overlap. The board will not let you drop one on top of another — the outline turns red and the map stays where it was. There is no error to dismiss.
- Maps must touch exactly. One tile of gap is not adjacency, and no crossing forms.
- A map with no terrain forms no crossings. Generate or paint it first; the board shows Not generated on maps that have none.
- Hold Alt while dragging to position by single tiles instead of snapping. Arrow keys nudge a selected map by a tile, Shift + arrows by a chunk.
- Unplaced maps do not load. A map that is not on the board is not part of the world — no players, no mobs, no spawns. This is how you keep a work-in-progress map out of a live game.
- Crossing a border is a transition, the same as walking through a portal — a brief fade, not an unbroken walk. Players arrive just inside the far map.
- Save, then publish and roll. The layout is read when the server loads maps, so a live world needs a publish and a server roll before players see it.
- Feature flag. Crossings are gated behind Map Crossings in Feature Flags. With it off, maps never connect by walking and portals are the only way across — your layout is kept, and turning it back on restores the crossings.