Terrain Control

Pictures (top to bottom, left to right):Floating island by LanToaster, Arches by mysource, Extreme Hills by IRSmoh, Island by Piginabag, Alternative Nether by IRSmoh
TerrainControl is an advanced world generator. Through various configuration files it gives the user control over almost every aspect of Minecraft terrain generation, with no knowledge of Java required. It can be used on Bukkit or Forge servers and on singleplayer with Forge. TerrainControl is the successor to the old PhoenixTerrainMod, which was based on the popular BiomeTerrainMod.
Quote:Spigot 1.8
All updates for Spigot 1.8 won't be posted here, but on the Spigot forums instead: http://www.spigotmc.org/resources/terraincontrol.2214/
See you there!
Features

- Control horizontal and vertical noise of terrain generation
- Control terrain height and volatility per biome
- Generating biome maps from images
- Control the size of biomes, islands and continents
- Custom biomes
- Many options for caves, canyons
- Control vanilla structures like mineshafts, strongholds and villages
- Full control of ores, plants, dungeons, ponds and many more
- Custom trees and other objects (BO2 and BO3)
- Block replacement
- Visual settings like custom foliage colors (TerrainControl client required)
...and many more!
whitespace hack
Metrics
As of Terrain Control 2.4.13, the plugin sends some stats to mcstats.org, a service by Hidendra and others. You can view the stats here. Terrain Control won't upload your configs, it will only send your BiomeMode along with some information of your computer. You can toggle it off by setting opt-out to true in the metrics config file. More information is available on this wiki page.
Showcase

Pictures
Videos
Also check out the showcase thread in our forums!
How to use

TerrainControl is more complex than most Bukkit plugins, so it may take a while to get into - but the results are worth it. If you want to create your own world, be sure to check our documentation. If you have done some reading and still have problems using TerrainControl, just post to our forums and we'll try to figure it out.
Tutorials
Installation guide |
TerrainControl Wiki | First steps
TerrainControl Analysis | mysource's tutorial
Tutorial Videos
Useful tools
- TerrainControl User Interface
- BetterBOB for creating BO2-objects
- Notepad ++ for easier editing of config files
- Minutor for viewing generated maps
- Eihort for viewing your generated maps
- WorldBorder for pregenerating your map
- BO3-Tweaks by Elzaar and LanToaster. Command-line application to tweak BO3-objects.
- BO3Tools for ingame creation of BO3-objects
- ClimateChanger for mass-changing biome ids in an existing world
- BiomeEdit.py to edit biomes side by side.
Team

| Active staff | hack to display table correctly |
|---|---|
| Khoorn | Maintainer, Coding |
| Timethor | Coding |
| Rutger Kok | Coding |
| Burckhart | Support, Documentation |
| Retired staff | |
| Mysource | Support, Documentation |
| Cayorion | Coding |
| Additional Credits | |
| Bucyruss | Creator of the BiomeTerrainMod |
| R-T-B | Creator of PhoenixTerrainMod |
| More contributors on GitHub | |
| Users contributing to the wiki are found here |
Get involved!
Commit code on GitHub | Contribute to the wiki | Share your configuration
Report bugs and request features on GitHub
Downloads

You'll always find the newest approved stable builds here. As of 2.4, the files will work on both Bukkit and Forge servers (without the need of something like MCPC+) and on singleplayer with Forge. Installation instructions can be found here.
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Development builds at mctcp.com
You can find all user-created world configurations, biomes and custom objects that are currently available here.
Important - please do not post your questions in the comments section below, head to the forums instead! We do not answer questions here as it would only result in chaos. Feel free to use the wall for general comments!













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Posted Apr 16, 2012@ mysource: @deleted_6846210
1.) This is, what happens to my islands:
Pic1
The island is inside. The ocean is outside. And the 'Mauer' separates them xD
-I tried to make borderbiomes -I tried island in island constructions -i tried every kind of height-controlling parameter in the biomes around the islands (also including custom hight control and enable/disable worldheight)
But I always get this kind of wall around it. I just want to get rid of it. Inside and outside of it everything is fine :(
2.) Here are my lightning / texturing problems:
Pic2
This kind of bug mainly occurs in shadowy regions. This includes mainly water, but also stone etc at dark locations. Of course this is a problem in cave worlds :/
The only other mod I use is world edit (single player commands), but I dont think this is the problem.
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Posted Apr 16, 2012Hello all, im not new to this plugin, and have been using it for ages ( and the previous plugin Phoenix ) but i really want to use the new features such as the TC MAP and to create a world with the biomes i want, such as i want to paint in my self the biomes but the problem is when ever i type '/tc map world' i get this error
2012-04-16 10:55:55 [SEVERE] java.lang.ArrayIndexOutOfBoundsException: 21 2012-04-16 10:55:55 [SEVERE] at com.khorn.terraincontrol.bukkit.MapWriter.run(MapWriter.java:141) 2012-04-16 10:55:55 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftWorker.run(CraftWorker.java:34) 2012-04-16 10:55:55 [SEVERE] at java.lang.Thread.run(Thread.java:722)
am i doing something wrng?
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Posted Apr 16, 2012@SzahRakh
Yes.
I use the bukkit plugin "WorldBorder" and prerender sometimes the complete world up to 5000 radius (rendering more will take much time)
Using this and the "dynmap" realtime map plugin (bukkit too), gives orientation.
To use the mouse and hover over the areas in dynmap gives the coordinates.
I use this to teleport (essentials plugin bukkit) by /tppos x / height /y to any location in a second.
Most important image to start with is always the biome image by /tc map.
Additional I use MinecraftBiomeExtractor on a copy of the prerendered world folder to get the right biome colors in the image created by mcmapDZ-GUI afterwards.
This gives you a very nice and zoomable image of the world (prerendered before by "WorldBorder").
Many images I made this way, may be seen in my Tutorial(s) too.
...........
@IHaTeD2:
1. Same as you did: I use BorderBiome(s)
If you get sharp walls at the ocean biome (common problem), the height values aren´t matching / balanced. This may sometimes be as close as +/- 0.05 in value to decide if it looks smooth....or like a sharp wall many blocks straight up.
.........
The next part of your question I´m not understanding completely.
You want a world with no landmass, all ocean? (no land above water level is only water)
......
2. I can´t see any light / texture problems or even bugs.
I use a customized (by myself) version of MisasHD 64 Texture-Pack and changed many things to match my taste of how it should look in game (swamps, clouds, moon phases and so on)
The cave world style will be made by setting DisableBiomeHeight:false to true in the biome configs. (the best way I know to do this style).
This may lead to some problems, I know.
Try to keep everything as normal (default) as possible.
Starting at this point, try to change only one biome (like adding a glowstone "isle" biome to a normal biome f.i.).
Test this world again and prove, if something building up wrong (like some water parts you wrote).
I must tell you that I didn´t create much cave style worlds all the time, sorry.
Hence I´ve got not much experience how to improve this.
But some images of the errors / problems you told about, would be helpful too.
I feel its important to disable the villages, strongholds and mineshafts because it will build up / look ugly in any cave world, I feel.
Regarding your English, I´m German too ;-)
Sometimes I get complaints about my English too ... but if I have to read some of the sloppy postings of native US, UK and other Engish speaking people, writing in "snake sentences" without any . and , or even breaks.
Its mostly unreadable and often too without a clear question anyway.
I think these should improve too ;-)
My Tutorial (the new one) has been proof-read by ledhead900 (native from Australia) now and I revised the few blotchinesses found by him.
May be there are many Germans here and we may switch to this language in the future ;-))
(... no fear, I´m just kidding)
Bye, mysource
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Posted Apr 16, 2012@mysource: Is there a way to prerender more Blocks? I'm using much bigger Biomes and exploring them is a pain (Oceans are killing me atm :S).
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Posted Apr 16, 2012Two questions @ mysource:
1.) How do you get those nice overlapping borders between boimes with large height difference?
I tried to adjust every parameter of the biomes (world height, biome heights, average heights, height control,islands,borders,...), but I always get huge flat walls between the ocean and the islandboimes (like someone cut out parts of the world). The borders between the other biomes are ok, but somehow the oceanbiome seems to behave different-,-
And though I told the generator not to produce land above waterlevel, I get a wall around every island (so he uses the parameters, but he produces the worldheight of 7 at the border of the biomes).
2.) Are there known bugs related to light/texturing of the generated world?
I tried to get a caveworld and the watertexture often gets holes, like someone cut sth out. This also happens to other textures, maily in dark regions. Also related to this is the behavior of glowstone. I tried to generate them via the world generator, but they dont produce their normal light (They glow, but they dont illuminate their enviroment).
Sorry, if my english is bit of chaotic, but I dont use it often and I dont have much time at the moment. I also could write in german, but I think the answers would be helpful for other ppl too. I also have pictures, but I dont know, how to upload them and I dont have the time to look now.
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Posted Apr 16, 2012@xWare
... and simmilar "not my signature readers"
(I´ve got 4 more or less this style last weekend only ;-( ... no chance)
Read signature regarding configs carefully !!!
Never waste my time not reading this or not keeping to the "rules" how to get any configs, please.
Regarding this configs, its much more than the configs itself, it needs knowledge to use it...or a complete custom world created by myself..and yes, signature again counts and guides the only way to get it.
Should be well known by anybody in the meanwhile!
???
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Posted Apr 16, 2012@deleted_6846210
Can i have that Config ? :P And tree names
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Posted Apr 15, 2012@amsedal
Hi,
okay ;-)
..............
By the way, I´ve finished my announced waterfall biome.
It was by far one of the hardest yet getting to work.
But I think, it was worth the effort.
See some screens here:
Its all made by TC´s "map by image" feature and in a very similar, but a little more difficult way as the volcano biome has been made.
My testworld has now 4 waterfalls at some parts, beside the single volcano. ;-)
(Takes me 2.5 hours to find out and try 6 different ideas to get it at least. The volcano was just 1 hour and much easier to create by the first idea I had.)
Good night and bye for now.
mysource
Update:
I read this morning the post in the forum one person looking for a way to create roads in TC.
To prove it will work, I just made this now:
(May be drawn more precise too)
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Posted Apr 15, 2012@deleted_6846210
Please dont take offence to this, your english is hard to read/digest :) so understanding some of the functions and what things do when your figuring them out yourself makes it hard to translate the outcome. Its nice to do this myself, its been 4 days (off and on) of alot of work to get where I m at now.
Doing/copying someone else's work and understanding how something works so that you can create on your own are two different things. Again, no offence but trying to figure out what your saying is double work when working on something technical as this... so I ve taken the longer road of making the mistakes myself that you may of already figure out... I do apologize for making you feel that you have to go back and repeat yourself alot ....
But I do thank you for pioneering the way mysource, someone has to!
-Ams
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Posted Apr 15, 2012Hi,
the discussion here is mainly :-)...but to a certain state little ;-( too.
Why?
Example: @amsedal:
Thanks about your compliment.
But most you posted (and learned about f.i. the "map size"), has been told in the tutorial some time before, may be a different way.
......
@ Thyrin ... many things may be the way assumed, but may be not at all...who knows by 100% now ?
But it doesn´t matter also by 100%, because there are proven solutions how to get everything to work clean, despite some zoom or image size isn´t as expected.
Its totally minor how the zoom of the image one gets by /tc map command will be in size (I told about this in the tutorial and here some times it will be 1/10 of map.png estimated).
Its only important for getting orientation later in game, not for the world build up itself.
The zoom (as Khoon named it) is the thing behind the size of the map image and much more, but not problematic if knowing how to use it or orientate by its smaller size.
If everybody follows the way I told in my last posting, this has no influence.
......
In general I try to summarize and suggest my view to this thing here now:
I always do EVERYTHING local, never online!
I only use copies of everything (configs, server setup, just everything), offline for sure always too and ever !
Online = only with the final working result...at the very last steps, if EVERYTHING works and the world has been extensively tested LOCAL !!!!
If I would use a online server the proffessionally way as many here do, I would prerender the complete world before letting anybody hit the game. (tested locally too before by 100%)
1. I get the world map by typing /tc map command in game, using a well configured world configs AND having build up the world by using this.
2. I stop the server.
3. I use the biome image, copy it as created before and paint CAREFULLY my changes.
4. I change the mode in TC to the "map by image" values" (I don´t tell all the steps again).
5. I restart the server, having deleted all the old world folders !!!
6. TC now use the configs and the map.png to build up my world.
7. I stop the server again. (making /tc map before again too, just to control and get orientation again).
8. In case of the volcano biome (details later and first if someone has got it by himself, because anything else would cut down all the possible fun in positive and creative "competition"....), I try out and build up the world only with this changes by this additional vulcano biome (hint: island biome).
9. The settings used to get the volcano biome to work with a nice size, distribution and so on, are the basis and ONLY change being switched over to the original world configs.
10. Now I paint this volcano biome in the original map.png.
For sure there are some important things too, mainly all only depending of some imagination how everything will work together and will be build up later in the world/map in game....and mainly how this will look.
(This will be far to many hints regarding the volcano biome as an example, how to get some more creative input here...;-)...)
I think TC is using everything as it has been before, but the map.png acts as a last instrument to finetune the map.
I can´t tell different things because only this has given any sense so far in my testings.
2. @ Thyrin:
I believe you will get it, radius 16000 is just some work for the PC and waiting time for you ;-)
...............
@ ALL the interested people regarding this best Bukkit Plugin ever since Update (v.2.1.8):
I´m sure this Plugin at this level now is by far the most important and best ever regarding MC / Bukkit and world creation possibilities.
I´m sure too, that only very few people imagine at the moment what will be possible with TC now and MC at all !
I´m sure at least, that if we push this Mod to its limits by showing the possible creations, everything only a little in direction of MC world management "tools", will be looking as old as a steam machine comparing to the TC-Plugin ;-)
Its now mainly at us what we will be able and show as creations with this plugin.
Its as it is and has been ever with everything:
If the "crowd" knows about it and its possibilities, nearly everybody will have and use it...and as this Plugin will never be a "noob" or a "just one click" style tool, its our advantage to get it running.
Mainly every server/ server world using not TC v.2.1.8 this days, will be soon faaaaar outdated rearding to the new possibilities.
I think the sens of my thinkings are visible and clear.
We will get this running like hell together and Khoorn will get too some deserved and nice feelings by watching his "Baby" growing this positive way to its new heights ;-))
Bye mysource
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Posted Apr 15, 2012@Thyrin
PLEASE tell me it uses the "Terrain Generator Variables" and other variables.. you mean it dosent use the "Biome Generator Variables" which is cool ........
Thanks for the info, that will help .... AND now I understand the offset :p I dont think I did truly before, but now that I see it for myself... LOL man on man... nice, I ll be testing the other generator setting stuff as I go...
-Ams
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Posted Apr 15, 2012@amsedal
Welcome to the world of TerrainControl. Trial and error, and lots of it ;) The reason why it's so enlarged is because if you use the world from image, it doesn't use the 'Generation Depth' setting, or any of the regular setting for that matter. If you use the normal generator, you can zoom in and out using the GenerationDepth setting, but with the image you can't. It's one setting.
Heres a little tip: A 400*400 .png image will correspond to 1,600*1,600 blocks ingame. In other words, the image will come out in a ratio of 1 pixel to 4 blocks, 4 times as large. Hope that helps ;)
@deleted_6846210
Thank you for you reply. If I recall correctly, you also use Worldborder for generating, right? Also, I am generating a 16,000*16,000 blocks world (radius 8000 in worldborder) world all hand drawn in a map.png with realistic continents and biome locations. All snow and ice on top, then temperate and then a tropical climate. Wish me luck ;)
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Posted Apr 15, 2012@deleted_6846210
That is JUST AWESOME!! ;) once I catch up to your level, I d love to share :)
-Ams
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Posted Apr 15, 2012@Thyrin
You hit the nail right on the head...(the problem with following in someone else's footsteps, you dont see the full path as well as if you would alone...) backtracking, I changed the XY axis to 0; (pic's are getting cut off some, I guess I m using the wrong upload format but you can still see what I m getting to...) (all pic's originally are TC output - 3200x3200)
Do you notice something? Other that its offset, yes.... Its ok, I didnt at first. I just saw that Thyrin was right and its working, YYYEESSSS!!!
I was just expecting something in the server log saying it was using "biome from image" or something and when I saw what it was generating I dismissed it as not working.. now I see the truth about whats happening. Let me continue...
I continued putting negative values for adjustment;
aaannndddd .. his is where I noticed something that was throwing me completely off and what made me think it wasnt working...
some info: all png sizes are the direct output of TC - 3200x3200 ... so is the import map.png.
Here is the original so you can maybe catch what I did...
See anything?
The import seems to make everything bigger (increase or zoom in), HAHAHAH ... so when I thought I failed somewhere, all I was seeing was huge beach landmass... I was actually seeing my imported map just a part I didnt recognize (my bad since I took everything out recognizable anyways). I knew I was being stupid somewhere :p
Anyways, its not a problem yet(HAH HA now it isnt since I know its importing)... I was wondering if this was what happened with yours/others, I.E. working as normal, or did I do something that made it do this .. or what....
Now to try to center this, figuring out spawn and more fooling around with settings!!! :) At least I m back to feeling like I m getting somewhere!!
About my side note; I meant, not using "map by image" - What settings, using the TC generator settings in a way that they are not so intrusive to the original seed ... ? ... do the TC algorithms mutate the seed SSOOOO much that its completely unrecognizable even with its basics .. my guess is there is no way to make out any of the seed no matter how much you tweak the TC settings... which isnt a problem, just a question...
Thank you for the help!!
-Ams
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Posted Apr 15, 2012Hi,
I first want to show you a new creation I did the last hour: vulcano biome.
This is made not by bo2 (as I did some time ago), its made by a special vulcano biome and the new "map by image" function, just to show what else is possible:
This is the ONLY vulcano in this world now.
Next biome will be a "waterfall biome"..but this is very tricky if my idea will work at all, I will see the next days.
If someone of the most creatives here has a nice idea by his own and get it to work in TC, please show and explain it here, as I do.
... and if someone is even able to comprehend the vulcano biome and by showing his simmilar biome here, I would be very glad to get a helping "team-member" for exchange in special creations and support here too ;-)
...........
Next shows the map.png and some more explanations about the "true North" and the size of the /tc map image compared to the map.png image used to create this world (after carefully adjust the configs as always before ! )
(Right-click / show image to see in full size)
This shows the relations between everything best in 2 images I think.
...............
To the questions below:
I switched a little more to this offset:
ImageXOffset:1200
ImageZOffset:1300
The shift can be seen in the images above too, its a little right out of the centre of the map.png (if this is turned to true North for orientation....but not in the plugins / worlds / world folder !).
Spawn point of this world is in front of the single vulcano.
For sure ALL of the regular settings (the ones in all configs) are always working and responsible to build up the world.
The changes made by "painting" later in the map.png, are "only" additionally used to "finetune" the regarding world even more.
I believe that if the difference between the map.png and the settings in the configs is to big, it gives problems as TC is trying to get the configs work together with the map.png.
So take everything with respect and much use of imagination in a way which gives sense.
Example:
No sense would be, using some horrible configs and a totally different map.png too, trying to get a nice world.
This will give nearly never something usable as a result, at least as I´ve tested by myself.
Always create the world first by the usual way with the configs, afterwards this map may be a little "finetunded" by painting in it.
Next Example:
If you paint a "extreme Hills biome" right into a desert biome and don´t use a border biome or simmilar "smooth out tricks", the mountain(s) will pike out of the deserts ground to ist maximum height values, which have been set in its "Extreme HillsBiomeConfig.ini" ... and corresponding all the other configs will act still exactly the same and this is exactly how they shall do. (If this would be not the case, everything wouldn´t work at all.)
To prove this, just don´t hit/paint with the exact color hex value of a certain biome by painting the map.png.
This biome will not show up in your world after this change has made wrongly and every part of its map locations will only be filled with water (ocean) in this world/map.
I stay away from much/totally repaint everything, because this didn´t give me nice results/worlds by testing.
Always stay at the biome map image you`ve got by /tc map without using the "map by image" feature and having the configs created correct as well.
Even now you may beginn the first time to repaint parts step by step in this image and name it map.png...and use it as known by everybody now.
I see often one confusing thing happen:
The map.png isn´t working first and the world will be build up with the values of the forerunner. To get out of this mess, I have to delete the world(s) (in server root) and restart it again, to get the world being build up with the new changes, made by painting the map.png.
............
@Thyrin:
I looked at the images you posted and it seem to be some of the problems sometimes made by Minecraft landgenerator itself.....or something in this direction.
I had this in the former versions sometimes but didn´t see it now for a long time again.
I would try with new world buildups as long as it hasn´t this errors in land being build up.
Sorry, I don´t know any other solution or even the exact reason(s) ? for this problem.
Bye, mysource
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Posted Apr 15, 2012@amsedal
A few things: The X and Y offset change the position of the map. I'm not sure what size map you are using to read, but if you change the X and Y settings too much it might end up outside the image boundries. Though I think you took your settings from mysource, and you are using the default size map and I think mysource adjusted those X and Y values to match up, so I think it should be ok.
Make sure the map image you want to read, is called map.png and is located in your plugins/terraincontrol/worlds/world folder, next to your WorldConfig.
About your side not:
Again I'm not 100% certain what you mean. What I think you need to understand is that once you read an image, the regular settings no longer apply for anything that's on the image. So for example if you put an image on repeat, everything would be filled by the same image over and over and it would no longer matter what setting you have set for the size of the landmasses, or the percentage of ocean. You are telling the plugin to read the image and use that as the settings over and over.
If you set it to ContinueNormal outside the image boundaries, then it does
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Posted Apr 15, 2012@ all
Sorry about the code.. next time I ll use pastebin ... kinda my first time doing all this....
Yes, the setting actually gave me a big landmass to mess with, I was VERY tired and when I was done and it didnt work so I just gave in .. I dont know why it didnt work, I changed nothing other than the setting to import the png back into the map ..
I dono, I ll work on it again later. Maybe I missed something, usually what it is and I ve just been looking at it wrong and missed something...
That was the question, "What did I miss?" I didnt see anything wrong ither.... which means I ll start from the beginning :p
Those setting actually gave me alot of landmass to mess with...
I m learning that it dosent really matter what those setting are, you have to do alot of trial and looking with "tc map" - its the setting in combo with the seed.
I wanted to redo all the biomes but I wanted to see it in the works so I made it all beach before I moved on....
This is what I was trying to import, but I dont even think it got that far, I got no error or anything saying it was even trying to use "png from image" - so its gata be a setting missed...
on aside note: My wonder is what settings will get you as close to the seed, landmass wise... then I want to put in my own biomes.
back to bed, its 4am, my mind is full I think I ve been looking at all this for to long and need a break, heh he... -Ams
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Posted Apr 15, 2012@deleted_6846210
Hello mysource,
I've been testing and tweaking the past two weeks for a new map for my own server, learning from your tutorials and learning a lot myself too. Now with the new 'map from image' feature I can do even more! It works perfect, I got one of my server artists to draw a realistic world map and it renders wonderfully.
I have one issue, and I was wondering whether you were getting the same thing. Sometimes when the world renders, it doesn't put in Bo2's in some areas. It's like for a few minutes during rendering, it skips pasting bo2's. I tried re-generating the land in worldedit, and that doesn't really work well either. I use a lot of bo2's to create a very thick forest. Do you ever run into the same thing, and if so do you know of any way to fix this?
I have included an image below to show what I mean, notice how in the marked areas both the swamp and the forest don't have any bo2s: http://dl.dropbox.com/u/46464258/nobo2.jpg
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Posted Apr 15, 2012@ ALL:
Again a small update at the "map by image" Tutorial page. ;-)
@Thyrin
Hi,
You are right....and as can be seen, he is using the mode: from image.
....
ModeBiome:FromImage
....
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Posted Apr 15, 2012@amsedal
Hi,
I can´t see any problem at all.
For sure it will build up your world named "HelloWorld" as you named it this way in server.properties, bukkit.yml and the folder in plugin/worlds/HelloWorld.
100% okay.
You use this values:
BiomeRarityScale:25
LandRarity:94
LandSize:7
...which should give very small biomes and less landmass at all, if you want this? okay.
level 7 world ... okay if you want to waste the 256 height too.
customTreeChance:50
You don´t want much bo2´s spawning...okay.
The rest you did right as far as you mentioned it and showed your configs.
The command /tc map shall give you now a small part ( about only 1/10 in size of the map.png), showing a very small part of your biome map from the map.png, just like I tell / show in the Tutorial.
I assume you didn´t change anything before using the map.png!
What is the / your problem now? I can´t see it.
Bye mysource