Dynmap vs BlueMap: A Live Web Map of Your World
A live web map lets visitors browse your Minecraft world in a browser, with online players shown as moving icons on top. Dynmap draws your world as flat 2D tiles and offers by far the most settings; BlueMap builds a 3D model you can rotate and zoom into in the browser. Both are free, both exist for Paper and Purpur as well as Forge, NeoForge and Fabric, and both follow the same pattern: the first full render is heavy and can take hours, after which updates are light.
What are you actually looking at on such a map?
The map is an ordinary website that your server serves up itself. You see the terrain exactly as it sits in the world files: buildings, roads, rail lines, everything ever placed in a chunk that has been rendered. On top of that comes a layer of live information: player heads at their current position, and often markers for warps, shops or claims.
Dynmap can also relay chat, so visitors on the website can follow along and join the conversation straight from the map. BlueMap leans harder into the presentation itself: you fly through a 3D model complete with elevation, which is far more impressive on a building server than a flat image. There is a good reason both appear in our overview of the plugins most servers genuinely run.
Dynmap or BlueMap: what is the difference?
The choice is less about which is better and more about what your visitors will be using.
| Point | Dynmap | BlueMap |
|---|---|---|
| Presentation | 2D tiles, several perspectives per world | 3D model you can rotate and tilt |
| Visitor needs | Almost any browser, old phones included | WebGL and a reasonably modern phone or PC |
| Storage | Separate images per zoom level and perspective | Model data and textures per map |
| Settings | Very extensive: markers, web chat, permissions | More compact: one conf file per map |
| Default port | 8123 | 8100 |
| Suits | Survival and community servers | Building servers and creative worlds |
Do not run both at once on the same server: you would pay the rendering cost twice and the disk space twice for exactly the same world. If you are unsure, trial them one after the other.
Why is the first render so heavy?
A full render reads every chunk of every world you include, works out per block which texture and which light belong to it, and writes that to disk, all on the same machine your server runs on. Kick off a render like that while players are online and TPS (ticks per second) drops and chunks load more slowly. On a pack like All the Mods 10, with 400 to 500 mods and at least 10 GB of RAM, you feel it immediately.
- Run the first full render overnight or at a time when nobody is playing.
- Keep the render thread count low. Dynmap handles that through
parallelrendercnt, and the pause between tiles throughrenderintervalinconfiguration.txt; BlueMap hasrender-thread-count. - Pause part-way through with
/dynmap pause allor/bluemap freeze. - Use spark to check the slowdown really is coming from the render. Our article on optimising your server explains how to read it.
Once that first render is done, only chunks where something has changed get updated. In practice you stop noticing it, unless someone shifts half a continent in one go with WorldEdit.
How much disk space does a map cost?
More than people expect, and there is no fixed number: it depends on how much area you render, how many zoom levels you keep and how many perspectives you enable. The rule of thumb is that the map folder easily reaches the same order of magnitude as your world files themselves, and in a world where people have travelled a lot it can be larger still. Every extra perspective in Dynmap is effectively a second complete set of tiles. That is why limiting the render area matters more than which plugin you pick.
How do you limit the area that gets rendered?
- Decide which area genuinely matters. For most survival servers a radius around spawn is plenty.
- Set a world border around roughly that same area, so map and playing field match and nothing grows outside your view.
- In Dynmap: use
/dynmap radiusrenderwith a radius instead of a complete full render, or fix the boundaries withvisibilitylimitsinworlds.txt. - In BlueMap: set
min-x,max-x,min-zandmax-zin that map's conf file before you start the render. - Exclude worlds you do not want to show. Both plugins let you leave out the Nether and the End, which saves disk space and keeps information out of public view that you would rather not share.
Do this before the first render. Setting boundaries afterwards means clearing out the already generated tiles by hand.
Does a public map give away your players' bases?
Yes, and that is not a theoretical risk. Anyone with the link sees every build in the rendered area, including the paths leading to it. Live player icons make it worse: someone who is not even logged in can see where players are and turn up exactly when a base is empty. What servers do about it:
- Switch off the coordinate display. That is cosmetic, because a recognisable build can still be tracked down by searching in game.
- Hide players by default and let them opt in. Dynmap has
hidebydefaultplus a hide command you can tie to a rank through LuckPerms; BlueMap can leave out sneaking, invisible and vanished players. - Publish only the overworld. Nether tunnels give away where bases are, because anyone can work out the ratio between the dimensions.
- Render only the spawn area. For a map that points new players towards shops and warps, that is often enough.
- Do not make the map public at all, but keep it reachable for staff only behind password protection on the web server in front of it.
On a PvP or raid-focused server a public live map is almost always the wrong call. Bear in mind too that you are publishing the names and skins of people who never asked for that.
How do you reach the map through a port or subdomain?
Both plugins run their own small web server that has to be reachable from the internet:
- Add an extra allocation under Network in the Pterodactyl panel. That gives you a second port number alongside your Minecraft port.
- Put that port number in the web server section of Dynmap or BlueMap and restart the server.
- Test with
http://your-ip:portin the browser. If you see the map, the plugin is working. - Create a subdomain such as
map.yourserver.com. An A record pointing at the IP works, but visitors still have to type the port number. - For a URL without a port number, put a reverse proxy in front, for example nginx or Caddy on your own VPS, forwarding traffic on port 443 to the map port. That gets you HTTPS at the same time.
Some corporate and school networks block unusual ports, so a subdomain on 443 reaches more people. You are also opening an extra public port that handles no Minecraft traffic: read up on how DDoS attacks on a game server work and make sure that port falls under your protection too.
When are you better off without a web map?
If your server is already tight on resources, the map is the first thing to drop. All the Mods 10 on its own asks for at least 10 GB of RAM and 14 to 16 GB with five or more players; a full render on top of that during play hours is asking for lag.
If you are on a modpack, test first whether modded blocks render properly. Both plugins know vanilla blocks from the inside, but anything mods add has to come from the mod assets and that does not always come out neatly. If you only want a map for yourself, a client-side minimap or BlueMap as a standalone command-line tool run against a copy of the world is the smarter route: your server carries none of the load. For Paper servers that only want a light 2D map, squaremap is a stripped-back but economical third option.
Keep in mind as well that map plugins need time to support new Minecraft versions. Since the switch to year-based version numbers, with 26.1 in March 2026 and 26.2 in June 2026, a share of servers are staying on 1.21 for now, still the most played version on Dutch servers. If you want to let a render run quietly without disturbing your play server, a separate server alongside it is not expensive: with Minecraft hosting from MC-Node the budget line costs EUR 1.10 per GB of RAM per month, so 4 GB works out at EUR 4.40.
Frequently asked questions
Does a web map use a lot of RAM? The weight sits with CPU and disk rather than RAM. The render calculates and writes a great deal, and the tiles or model data then stay on your storage permanently. Do budget some extra space on top of what your pack already needs, and remember All the Mods 10 alone asks for at least 10 GB.
Can I run Dynmap and BlueMap at the same time? Technically yes, but you would be rendering the same world twice and storing two complete map sets. On a production server that is a waste of CPU time and disk space. Pick one, and at most run both briefly to compare.
Do these maps work on modpacks too? Yes, both come in versions for Forge, NeoForge and Fabric, so also for a pack like All the Mods 10 on NeoForge and Minecraft 1.21.1 with Java 21. Blocks added by mods are not always drawn correctly, though, so test that on a copy before starting a render that takes hours.
How do I hide player positions on the map? In Dynmap you enable hidebydefault and give players access to the hide command through LuckPerms so they can choose for themselves. BlueMap can automatically leave out sneaking, invisible and vanished players. If you want to give away very little, publish only the spawn area and leave out the Nether.
Can Bedrock players see the map as well? Yes, because the map is simply a website and has nothing to do with the client you play on. Anyone joining your Java server through Geyser with Floodgate opens the same URL in a browser. No separate setting is needed.