Terror of Luclin Maps

I’ll be keeping Terror of Luclin maps as a separate download for the next few months. After I personally finish all the quests and hunters, I’ll fold these into my main map download.

Download Terror of Luclin Maps

2021.12.08 Updates

Maiden’s Eye: Added caves behind fake wall. Added missing NPC’s and quest location updates.

Umbral Plains: Added missing NPC’s and quest location updates.

The Nexus: Added NPC with teleport stone to Maiden’s Eye.

Terror of Luclin Beta

I was caught completely off-guard last night when I got home that beta had started! I didn’t have my main character over, but managed to create a rogue halfling, buff up and knock out some areas. I usually start with boundaries, zone connections, and major structures. Often, I do one side of hallways or rooms and use 3d editing tools to copy/flip. Details and NPC’s get added later.

I’ll update this post with a link to latest batch of my work-in-process maps:

2021.11.28 Updates:

A new set of maps including a completely redone Vex Thal with a very high level of detail. Basillica map also complete. Also includes all the buildings and structures in Maiden’s Eye. Most of the other zones have minor corrections and I’ll make a few more quality passes prior to final release.

2021.10.27 Updates:

This version includes a completed Shadow Valley, an improved version of Craft Halls, partial sub-basement to Basilica, and a slew of other changes. I’ve been working with someone else on the structures in Maiden’s Eye, and those should be in the next set.

2021.10.22 Updates:

More details to Shadow Valley. Once I finish it, I’ll go back to Basilica.

2021.10.21 Updates:

This set includes a more details to Shadow Valley and a cleaned up Umbral Plains, along with paths and detailed central platform.

2021.10.20 Updates:

This version includes more details to Basilica top floors. It also includes the full Shadow Valley, along with the southern portion of the zone where I’ve started to add more details, which makes it much easier to understand heights. I’ll adjust colors when I finalize the zone.

2021.10.18 Updates:

Although this weekend was insanely busy for me personally, I managed to get most of Bloodfalls done. Some areas were so dark with shadows I had trouble seeing the ground. I lined up the verticals for the different levels and made use of my new color-depths. Still missing a few buildings, other landmarks, and a drop-down area, but overall, pleased with how this one is coming out.

2021.10.16 Updates:

Added basement & top level to Basilica. Added more areas to Shadow Valley. Added more details to Maiden’s Eye, Umbral Plains, and Ka Vethan.

2021.10.14 Updates:

Basilica – a couple floors done with considerable details.

Bloodfalls – not started

Ka Vethan – ton of details. Will loop back after others done.

The Maiden’s Eye – perimeter remapped along with some buildings. Almost same as existing zone, but different.

Shadow Valley – Southern area done.

Umbral Plains – remapped. Almost same as existing zone, but caves and some other areas are different.

Vex Thal – Glad I reworked this zone a couple years ago!

Either myself or my Brewmap rogue will be mapping away…

Brewall

October 13th 2021 Updates

This set of maps has a bit of everything, from original zones to the latest expansion.

Overall Changes

The biggest change with this set of maps is how all the different layers are colored. I used to use a set of 5-6 different colors and any time I needed another layer to show a second floor, basement, sub-basement, or other level, I would just use the next color. The colors I picked were high-contrast to help stand out in different UI skins.

I created a new color scheme based on a color spectrum. The main level of most zones uses black. Lower level areas use dark purple and light purple. Upper areas are green and light green. When there are even more upper area, I added different blues. That way, if looking top-down on the map, should be able to see color progression based on depth.

Over the last month, I revised 513 of the 527 zone files, adjusting everything from the layers of boats in The Buried Sea zones, layers in original zones like Erudin Palace, and complicated zones like Arx Mentis. The coloring of above/below layers should make it much easier for those visiting places and realizing there is an upstairs or downstairs to a building.

Hunters

I personally finished all the recently added hunter achievements from older expansions. All of these are included in my maps.

Any time I found a roaming mob, I tried to use bard song that gates the mob back to its spawn point repeatedly while tracking to add the exact spawn location to my maps. These are noted with a “HS” in the label. I used Magelo as basis for finding the difficult ones, but it just shows where someone killed it, not where it spawns. A particularly difficult hunter would be in Lifedrainer in Ruins of Illsalin. Magelo shows this roamer in south central, but I spawned him, gated him repeatedly, and found his spawn location in far north-east part of zone. His label is: Lifedrainer (Hunter,Roam,HS). The “HS” designates I personally used Song of Highsun to nail this spawn down. For those without tracking, you can clear roamers and stay close to the “HS” spawn locations.

Overall, my maps contain 130 different roaming hunters that have been gated back to spawn point.

Original EQ

  • Highpass Hold – added missing smuggler area (thank you Cazic.Gaekkas for message).
  • The Feerott – adjusted zone lines.
  • The Hole – added a missing Jail area (thank you Cazic.Gaekkas for message). Geometry cleanup.

Gates of Discord

  • Sewers of Nihilia, the Crematory – ran mission repeatedly to coax out all the Hunter PH locations.

Depths of Darkhollow

  • Ruins of Illsalin – For those working on hunter achievements, I used song of highsun to reveal the spawn location for Lifedrainer.

Underfoot

  • The Convorteum – remapped entire zone from scratch. Massive improvement.
  • The Convorteum – added enormous number of hunter locations after repeatedly clearing the entire zone while mapping.

Secrets of Faydwer

  • Bloodmoon Keep – Remapped NW corridor. Added additional details to map in eastern area of zone.
  • Loping Plains – remapped NE area of zone.

House of Thule

  • Grand Guild Hall – remapped entire zone from scratch.

Empires of Kunark

  • Lceanium – added two missing buildings (thank you Vox.Iueara for message), added tents, and quite a few columns.

Fresh set of maps

With the recent EverQuest update for hunters in some of the older expansions, I’ve returned to many of these zones to add information, throw around a little Song of Highsun to gate roamers back to their spawn locations, and polish up more maps.

Luckily, over the years, I had many of these mobs in my maps, but labeled as “Named”. I cleaned all this up, with hunters having the brown label with (Hunter) and the non-hunters with no designation and a regular black label. I also revised all the map legends.

A summary of changes is below, and includes something from almost every expansion. The big improvements are a completely new map for Fortress Mechanotus and large revisions to Lavaspinner’s Lair.

I’m also including some of my layer 3 maps which include collectables, trade skill markers (e.g. all the trees in Plane of Storms are in the layer 3 map marked with a “T”), and multiple zone line adjustments to make the line tight against the actual zone line.

Overall

  • Added hunters for GoD, OoW, DoN, DoD, PoR, TSS, TBS, SoF, and Underfoot.
  • Over the years, I had many of the hunter locations on my maps, labeled as “Named”. If a mob is listed as a Hunter, I flipped the color and the label accordingly.
  • Now that all expansions have hunters, I took any remaing mobs that I had labeled as Named to just the name of the mob and flipped the label color to black.
  • Removed “Named” from all map legends.
  • Updated map legends to include hunter information and spawn information if known.
  • For those that may not be aware, when I see a roaming hunter mob, I use the bard Song of Highsun to send it back to its spawn location. These are labelled with a HS at the end of the label.
  • With the use of Highsun, I have well over 100 roaming hunters where their exact spawn location is shown. Should make it easier for those non-trackers to clear out areas and wait near the spawn location.

Original EQ

  • The Liberated Citadel of Runnyeye – adjusted zone line to Misty Thicket.
  • The Lavastorm Mountains – adjusted zone line to The Broodlands.

Planes of Power

  • The Plane of Storms – – including my layer 3 map that shows all the trees (T). Useful for tradeskills.

Shadows of Luclin

  • Grieg’s End – Geometry cleanup.

Gates of Discord

  • Qinimi, Court of Nihilia – Added some missing buildings and stairs.
  • Riwwi, Coliseum of Games – Clarified hunter pathing for the two roamers approaching the arena area.

Omens of War

  • Catacombs of Dranik (C) – Added a few missing rooms not found on any map! Rooms were off a narrow hallway in SE area of zone.
  • Harbinger’s Spire – adjusted zone line to Dranik`s Scar.

Dragons of Norrath

  • The Broodlands – added zone connection to The Accursed Nest, adjusted zone line to Lavaspinner’s Lair.
  • Lavaspinner’s Lair – completely remapped western portions of zone. Massive improvement.
  • Lavaspinner’s Lair – added a secret hallway in NE part of zone!
  • The Accursed Nest – clearly labeled all the teleports back to zone-in. Cleaned up and added details.

Depths of Darkhollow

  • Dreadspire Keep – geometry cleanup at the base of the tower. Adjusted zone line to Dranik’s Scar.

Prophecy of Ro

  • Theater of Blood – geometery cleanup.

The Serpent’s Spine

  • Icefall Glacier – Song of Highsun on multiple roamers revealed how far some of these mobs travel. A HS in hunter label shows the spawn location.
  • Stone Hive – clarified elevators.

The Buried Sea

  • Katta Castrum – geometry cleanup.

Secrets of Faydwer

  • Bloodmoon Keep – miscellaneous cleanup.
  • Fortress Mechanotus – remapped almost entire zone. Significant improvement over original!
  • Meldrath’s Majestic Mansion – spent a lot of time fixing geometry, doors, stairs, and much more.
  • Meldrath’s Majestic Mansion – adjusted zone line to The Steam Factory.
  • The Steam Factory – miscellaneous cleanup.

Underfoot

  • Arthicrex – remapped zone line areas and teleport pads.
  • Brell’s Rest – adjusted zones lines.
  • Fungal Forest – adjusted zone lines and teleport pads. Added missing tunnel in SW area.
  • Pellucid Grotto – Remapped zone-in and zone-out areas for clarity.

Veil of Alaris

  • Erillion, City of Bronze – adjusted zone lines to other zones.
  • Windsong Sanctuary – including my layer 3 map that shows all the trees (T). Useful for quests involving listening to trees

Claws of Velious

  • Added additional hunter spawn locations.