Torment of Velious Beta

In year’s past, by this stage in beta I would still be struggling to complete the first few zones. I am very pleased to say that my maps for ToV are essentially finalized. The ports directly to any of the zones from Old Man Thorren allowed me to focus on getting all the maps done, versus working on progression to get access to the zones.

For this expansion’s ToV maps, I am very pleased with the results. I spent quite a bit of time 3d modelling the geometry and the additional time in beta helped quite considerably.

Since late October, I have made repeated visits to all the zones and pleased with the quality of the maps. I continue to work on hunters/collections, but I will tip my lute to the EQResource folks for sleuthing the spawns.

Click here for: Torment of Velious Maps (Work in Progress)

2019.12.01
* Kael Drakkal – added secret area on western side of zone and the way in. Also added considerable amount of rocks and ice giving the zone a bit more ambiance. Cleaned up NPC’s.
* The Eastern Wastes – Added some hunters. Cleaned up NPC’s.
* The Great Divide – cleaned up some of the caves. Added some hunters. Cleaned up NPC’s.
* Velketor’s Labyrinth – added some hunters.

2019.11.04 24:00 EST
* No updates since 10/26. Maps still look great.

2019.10.26 23:45 EST
* Overall, only thing left to map are the upper floors of Tower of Frozen Shadow.
* Crystal Caverns – final map. Very pleased with details and how the layers are colored to help find around the zone.
* Ry`Gorr Mines – minor touch-ups.
* The Great Divide – minor touch-ups.
* Velketor`s Labyrinth – spent quite a bit of time cleaning up geometry and modifications for this version of the zone. Many of the icy areas had moved and some of the ramps and bridges were altered slightly. Final version of map is included that takes all the changes into account and I walked it multiple times for accuracy.

2019.10.23 8:00 EST
* Crystal Caverns – almost finished with Coldain city at the heart of the zone. Very pleased with color scheme splitting the city levels and tying it into the matching caves. The geometry is dwarf size and difficult to get straight lines and I’m having to spend quite a bit of time cleaning up the in-game mapping. Hoping to have this zone wrapped up in a couple days.

2019.10.21 17:20 EST
* Ry`Gorr Mines recolored. Top level has black walls. If you are in a black hallway, it leads to the exit. Green is layer below, and Cyan below that. Blue leads to dead end hallways. Dark green and dark blue layers at bottom leading to Crystal Caverns. So, if at bottom: Cyan > Green > Black.



2019.10.21 9:30 EST:
* Great Divide – added Coldain mine in SE corner. Spent way too much time doing it, but very high quality.
* Ry`Gorr Mines – mostly complete. I’m going to clean it up a bit more and recolor the layers to get them to make more sense for the directionally impaired
* The Eastern Wastes – added more details
* Tower of Frozen Shadow – Entrance level at high quality.

2019.10.20 11:40 EST:
* Crystal Caverns – partial zone map.
* Great Divide – more details. Quest/Raid NPC’s added. Line optimizer took file from 15,656 lines down to 2,688.
* Ry`Gorr Mines – partial zone map.
* The Eastern Wastes – more details. Quest/Raid NPC’s added. Added the ring patches coming out from Sleeper’s Tomb area. These areas usually contain see-invis Dracoliches. Line optimizer took file from 12,590 lines down to 2,706. Number will go back up as I add houses and other fixed features.

2019.10.19
* Great Divide – outline of zone and various caves.
* Kael Drakkal – first draft of zone.
* The Eastern Wastes – outline of zone.
* Velketor`s Labyrinth – same geometry as prior zone. Glad I cleaned it up a few years ago.

New Set of Maps

Over the last few weeks, I’ve been trying to finish my revisions to Depths of Darkhollow zones. With this set, each zone from Original EQ to DoD have been redone. I have a few more expansions to go before I can say everything has been cleaned up, but I’m getting closer.

All zones
* Changed all text usages of a single quote mark ‘ to an apostrophe `

Original EverQuest
* Steamfont Mountains – Adjusted zoneline to Loping Planes

Depths of Darkhollow
* Corathus Creep – Added more pillars throughout zone
* Coven of the Skinwalkers – Added missing room on top level
* Dreadspire Keep – remapped entrance area, adjusted doors, and many other improvements
* Living Larder – Added lake, added stalagmites, cleaned up geometry
* Queen Sendaii’s Lair – cleaned up geometry
* Shadowspine – Added missing walls in top room
* Snarlstone Dens – Added ramp areas. Remapped entrance area.
* The Hive – remapped the hives and ramps. Significantly easier to navigate. The colors of the lair’s level ties to where it comes in from the underground areas.
* The Undershore – Remapped areas leading to instances

Underfoot
* Lair of the Fallen – remapped entire zone from scratch

Secrets of Faydwer
*Crypt of Shade – remapped entire zone from scratch
*Deepscar’s Den – remapped entire zone from scratch
*Dragonscale Hills – remapped minotaur fort and Falrazim’s cave
*Tinmizer’s Wunderwerks – remapped entire zone from scratch





New Set of Maps

While waiting for upcoming expansion, I’ve been spending time revisiting old zones keeping an eye out for missing NPCs, missing features, or in the case of a few zones, remapping them from scratch.

Original EverQuest
* Befallen – remapped entire zone. Significantly higher quality
* North Desert of Ro – added missing NPCs
* North Kaladim – corrected some geometry, adjusted NPCs, ground spawns
* North Qeynos – touched up staircases, added missing NPCs, added missing forge
* Northern Felwithe – clarified fake wall near paladin guild, added stairs and many other touch-ups
* South Desert of Ro – added missing NPCs
* South Kaladim – added missing NPCs, added loom, minor touchups, ground spawns
* South Qeynos – touched up staircases, added missing NPCs
* Southern Felwithe – added stairs and other features to accentuate details
* The Commonlands – remapped entrance area to Befallen
* The Lavastorm Mountains – added groundspawns, NPCs, added Dark Reign NPCs, added gobin huts
* The Lesser Faydark – remapped houses near Steamfont zoneline
* The Steamfont Mountains – remapped guard houses near Ak’anon
* The Western Plains of Karana – added missing NPCs

Ruins of Kunark
* Firiona Vie – Added some missing buildings. Added missing NPCs
* Frontier Mountains – Added missing ground spawns, added more mountains for terrain
* Lake of Ill Omen – Added missing NPCs
* The Overthere – Added missing NPCs, added ground spawns
* The Warsliks Wood – remapped some of the goblin building areas

Scars of Velious
* Eastern Wastes – added missing NPCs. Added some missing coldain huts
* Kael Drakkel – Minor wall adjustments
* Skyshrine – Spent well over 12 hours adding NPCs, more details, stairs, teleports, maze, and much more. Zone looks significantly better.
* The Great Divide – remapped guard houses near Thurgadin
* The Iceclad Ocean – added missing NPCs
* The Sleeper’s Tomb – fixed all stairs. Revised labels for progression through zone. Added NPCs.
* The Wakening Land – Adding missing giant fort. Added missing NPCs

Shadows of Luclin
* Dawnshroud Peaks – added terrain
* Echo Caverns – Labeled secret door, added missing NPCs
* Grimling Forest – Added terrain, remapped all grimling huts, added NPCs
* Hollowshade Moor – Added terrain, added missing island, remapped all grimling huts
* Katta Castellum – Added NPCs, fixed doors, other minor changes
* Mons Letalis – Added terrain, adjusted zone lines
* Paludal Caverns – Added multiple lakes throughout zone
* Shadeweaver’s Thicket – Added NPCs in lava area, minor touch-ups
* Shadow Haven – Added missing NPCs
* Shar Val – Adjusted zone line to Hollowshade Moor
* The Fungus Grove – added missing NPCs, added ground spawns
* The Grey – adjusted zone lines, added detail on entry to Mons Letalis. Added terrain. Cleaned up all structures and added missing ones
* The Maiden’s Eye – Added terrain, mapped coterie outpost houses, remapped area to Akheva Ruins
* The Nexus – Added missing NPCs
* The Scarlet Desert – adjusted zone lines. Cleaned up mountain top area for clarity
* The Tenebrous Mountains – Added missing NPC
* The Umbral Plains – Added terrain
* Twilight Sea – adjusted hunters, adding missing NPCs, added terrain, added ground spawns

Depths of Darkhollow
* Chambers of Xill – remapped entire zone from scratch. Significantly higher quality.
* Lair of the Korlach – adjusted zone lines and other clarifications.

Veil of Alaris
* Beasts’ Domain – added additional hunter spawn locations

The Burning Lands
* Stratos – Adjusted hunter locations

Final Gnome Memorial Mountain Map

Finished adding a few more details to the basement area and various poles that get in the way. The final version includes a legend at the bottom, like all my other maps, with collection & hunter information, including placeholders.

In addition to GMM, for Dragonscale Hills, I added paths in the zone, some terrain near the minotaur mine area, and added the boat to Loping Planes. For Loping Planes, I added the boat back to Dragonscale Hills.

Gnome Memorial Mountain Map

Gnome Memorial Mountain

An April Fool’s Day present! I finally finished my GMM map. Took me a while to clean up the staircases and to get the elevators to line up properly. Final map looks really clean. Once I add the remaining hunters, I’ll fold these into my map download.

https://www.eqmaps.info/wp-content/uploads/2019/04/gnomemtn.zip

Below is an interactive 3D view of the zone. Use “O” key to Orbit and “H” to use Hand to drag around. Can zoom in and rotate view with your mouse.

Gnome Memorial Mountain Coming Soon

I’ve been on vacation this past week and only arrived home late last Sat night. Since then, I’ve managed to spend a few hours putting together a map of the latest EverQuest zone, Gnome Memorial Mountain. I don’t have the zone finished, but I’ve spent quite a bit of time working through details and fixing everything in 3D. The only portions auto-mapped have been the paths up and down the mountain, and I’ll run them through a few iterations of my line-minimization program. I should have a solid, although partial, set up by Monday.

Brewall

New Set of Maps

This set of maps includes final versions of all the The Burning Lands zones and quite a few changes to older zones.

Original EverQuest
* The Butcherblock Mountains – Added more terrain showing hills throughout zone.
*The Commonlands – Added a few missing NPCs and ground spawns.
*High Keep – Added missing NPCs. Added a few missing walls.
*Highpass Hold – Added a few missing NPCs.
*Kithicor Forest – Added missing NPCs and named Orcs.
*Lake Rathe – Added missing NPCs on islands, NE side, and W side of zone.
*Rathe Mountains – Added gypsy camp NPCs, paladin NPCs, and a few named mobs.
*West Freeport – Added missing NPCs.
*The Qeynos Aqueduct System – Added missing NPCs in evil area. Adjusted a few walls.

The Buried Sea
*Thalassius, the Coral Keep – remapped entire zone from scratch. Looks significantly better.
*Zhisza, the Shissar Sanctuary – remapped entrance area and pyramid. Looks significantly better.

Seeds of Destruction
*City of Dranik – Added missing NPCs. Adjusted NPC types.
*Oceangreen Village – Added missing NPCs.
*Old Bloodfields – Added missing NPCs. Adjusted NPC types.

Underfoot
*Brell’s Temple – remapped entire zone from scratch. Looks significantly better.

The Burning Lands
*Showing all hunter locations (this was on guild version of maps in beta).
*Stratos – even more sub-island platforms.
*Added legend to bottom of maps with hunter, collection, and other info.

New Set of Maps

Looking for something to do while the servers are down to install The Burning Lands?  I’ve added a final set of maps for the zones. Over the last few days, I’ve made passes through all the zones checking track and adding any missing NPC’s. I also added a few hard-to-reach islands to Stratos along with some platforms in the Plane of Smoke.

Enjoy the expansion!

Brewall

New Set of Maps

It has been a little over a month since the last set of maps. This set includes:

Shadows of Luclin
*Shadeweaver’s Thicket – remapped paths throughout zone
*Hollowshade Moor – remapped paths throughout zone

Depths of Darkhollow
*Stoneroot Falls – added mountain areas in NW. In the SW, remapped the gate area, added water, and many other changes.
*The Hive – remapped the two main towers.  Recolored the tower layers and hive area layers to make it easier to see how the various areas connect with one another.

The Buried Sea
*Zhisza, the Shissar Sanctuary – consolidated over 1/4 of all the lines. Partial cleanup of pyramid area. Hoping to finish this zone up by the next set.

House of Thule
*Feerrott, the Dream – added all the NPC’s and locations needed for the mercenary upgrade quest.
*Added maps for phinterior1a1 and phinterior1a2.

The Burning Lands
*All zones – added all zones as of 11/27 version of the maps.  They include all geometry and labels.  If there are changes between now and live, these changes will be in a separate download (down below).