About a month ago I saw this fantasic thread by @JaydonTheWarrior which made me think of how an in game map could be implemented without it being too difficult to do. The map had to also have the expected features of an in game map. In other words, it had to be somewhat like the map in Wynntils. And I wanted the map to have some rank-only features. So without further ado, here is a video showcasing the idea. Now before I go into further detail about the suggestion I need to clarify some things. That showcase was done with commandblocks because, well... I can not code. Because of that every thing I did in the showcase was pre-programmed so that I did not have to write thousands of commands. Also, I used some cuts in the editing to make this work, mainly with the sign. Opening the map To open the map you could either use your Quest Book (which should maybe be renamed to Journal) where the map would be added as one of the tabs on the right side with the map as the default, or you could use F, your off-hand key. Features Panning and zooming As could be seen in the video, left-clicking a chunk of the map would place it in the middle and right-clicking would recenter the map on the players position. I chose a window of 6x6 to use for the map because 6 is divisible by 1, 2, 3, and 6 making it perfect to use when zooming. The only problem is that the map does not have a center meaning the players position can never be exactly in the middle. Waypoints Every player would be able to choose from a list of premade waypoints of all the major cities (Ragni, Cinfras, Ahmsord, etc.). VIP and above would also be able to choose between minor towns (Bremminglar, Bucie, Maltic, etc.). [|CHAMPION|], being the ultimate rank, would be able to create waypoints. The reason for this is to give the rank some more quality of life features and thus maybe make it more reasonable to remove/rework the bomb bell. Having a waypoint selected will make it show up on the map as well as pointing the compass towards the coordinates and add a beacon beam at the waypoint. Player Visibility Would work just as you see in the video. Only 5 names in each category (friends, guild, [|CHAMPION|]) shows up with the 5 people who have been in the territory the longest coming up on top meaning if you are in the same guild as another person whom you have as a friend and is also a [|CHAMPION|] their name could appear thrice. Map Themes This is the main cosmetical aspect of the map. The texture of the GUI could be changed by using different unlocked themes. These themes would be able to get from crates as Epic or higher as these themes should be somewhat rare. VIP+ and above would recieve a base set of themes each corresponding to a different area of the map (ocean, plains, lava). [|CHAMPION|] would then have the ability to have the theme change dynamically depending on what area the player is in. Questions How does it work? The map works by using 256x256 chunks of the map seen from above as individual textures. I then used different models to rezise the textures in the chest inventory. These models I then put on tools and gave each model its unique CustomModelData. By doing this, one texture, i.e. one chunk of the map, could be used in different levels of zoom using up only one item. (To make it a bit easier to work with I used different tools for different levels of zoom.) How much extra space would the resourcepack take up? By some rough calculations based on the textures I used, the pack would become about 3x bigger. Because of this it would be best to make the in game map optional, as in you can choose to not download the extra large resourcepack and thus not being able to use the map.