Looking for good builders to build a Moss Map art garden
Offering:
100 - 300 coins
Looking for:
# Mossveil Maparts Garden – Build Requirements
**Theme:** Large moss-covered fantasy garden / open-air map art exhibition
**Build Style:** Natural, peaceful, slightly medieval/fantasy
**Main Requirement:** Must be realistically buildable in Survival.
Extra details:
## Core Requirements
- Design the garden as an **open-air map art exhibition**, not a fully enclosed museum.
- Use **moss, moss carpet, stone, stone bricks, cobblestone, deepslate, leaves, logs and other easily renewable/farmable materials** as the main palette.
- Avoid excessive use of rare or difficult survival materials.
- Terraforming should be moderate and practical rather than requiring millions of blocks to be removed.
- Preserve natural terrain where possible and integrate the garden into it.
## Map Art Display Areas
- Create multiple dedicated map art sections throughout the garden.
- Include display walls for:
- **1×1 map arts**
- **2×2 map arts**
- **3×3 map arts**
- **4×4 map arts**
- Larger custom displays where space permits.
- Main exhibition walls should preferably be around **8–10 blocks high**.
- Leave enough space in front of every display for players to clearly view the artwork.
- Map art walls should be distributed throughout the garden instead of concentrated in one location.
- Leave some empty display areas for future map arts.
## Main Garden Layout
Create a strong central area with paths branching into different garden districts.
Suggested layout:
**Central Mossveil Plaza **
- Main entrance landmark.
- Mossveil Maparts Garden name/sign.
- Large centerpiece such as a tree, fountain, statue or ruined monument.
- Several premium map art displays.
**Map Art Gardens**
- Multiple themed exhibition sections connected by paths.
- Each section should feel visually different while maintaining the overall moss theme.
**Sculpture Garden**
- Statues, small monuments, arches and decorative builds.
- Sculptures should not block nearby map art viewing areas.
**Ruined Garden**
- Moss-covered stone ruins.
- Broken arches.
- Small abandoned structures.
- Overgrown walls and vegetation.
**Forest Garden**
- Large custom trees.
- Small ponds.
- Flowers.
- Moss-covered rocks.
- Hidden map art displays between natural scenery.
**Open Exhibition Lawn**
- Large open grass/moss area.
- Can be used for temporary exhibitions, events and future map arts.
## Paths
- Create one major circular or interconnected path system around the project.
- Main paths approximately **7–12 blocks wide**.
- Secondary paths approximately **3–6 blocks wide**.
- Paths should connect every exhibition area.
- Avoid extremely complicated path patterns that are difficult to reproduce in Survival.
- Add occasional bridges, arches, benches and viewing areas.
## Decorations
Use decorations throughout the garden without making it overcrowded.
Include:
- Custom trees
- Moss-covered rocks
- Small ponds
- Streams
- Bridges
- Ruined arches
- Gazebos
- Benches
- Flowers
- Bushes
- Lantern posts
- Small statues
- Waterfalls where terrain allows
- Small towers or viewing platforms
Keep enough open space so the map arts remain the main attraction.
## Survival Build Requirements
- Structure should be modular so different sections can be built independently.
- Avoid huge amounts of quartz, netherite, diamond blocks or similarly expensive materials.
- Prefer materials that can be obtained through farms or bulk mining.
- Avoid unnecessarily thick walls.
- Large decorative structures should preferably be hollow.
- Custom terrain should use simple block palettes.
- Lighting should be hidden wherever possible using:
- Sea lanterns
- Shroomlights
- Froglights
- Lanterns
- Glowstone
- Spawn-proof major visitor areas without destroying the natural appearance.
## Infrastructure
Hide practical survival infrastructure underneath or behind the garden.
Include:
- Main storage room
- Map art storage
- Material storage
- Ender chest locations
- Crafting areas
- Shulker unloading area
- Temporary construction storage
- Safe player rest/log-out locations
- Hidden maintenance tunnels connecting major sections
Infrastructure should not interfere with the appearance of the garden.
## Build Philosophy
The project should feel like a **huge natural park containing map arts**, rather than a giant building.
Prioritize:
**Map Arts → Landscaping → Paths → Trees/Nature → Statues → Small Architecture**
The final result should feel **clean, peaceful, memorable and impressive from both ground level and elytra**, while remaining practical enough for a survival team to construct and expand over time.