In-game EverQuest Legends maps for new or altered zones.
These are standard EverQuest map files — plain text line data the client draws on the in-game map window. They are generated from each zone's own geometry, so they reflect what the zone actually contains rather than a hand-traced approximation.
Add these maps to a map pack subfolder — most players keep custom maps in a bundle
like Brewall's or
Good's rather than loose in the
client's top-level maps folder, and each subfolder appears as its own selectable
map set in game.
-
Find your EverQuest
mapsfolder. It's typically atC:\Users\Public\Daybreak Game Company\Installed Games\EverQuest\maps\(older installs useC:\Users\Public\EverQuest\maps\). -
Copy
newsebexp.txtinto the subfolder of whichever pack you already use — for examplemaps\Brewall\ormaps\Good's Maps\. If you don't run a pack, create your own subfolder such asmaps\eql\and put it there. -
In game, open the map window (
Mby default) and choose that folder from the dropdown in the upper-left corner of the window.
Keep the filename exactly as published. The client matches map files to zones by short name, so renaming one stops it from loading.
| File | Zone | Lines |
|---|---|---|
newsebexp.txt |
New Sebilis | 1,166 |
Line colors indicate depth, following the usual community convention:
- Black — the zone's main level, where most of the walkable space is
- Tan / gray — areas above the main level
- Purple / blue — areas below the main level
Only wall and ledge boundaries are drawn. Flat floor interiors are intentionally left blank so the map stays readable when several levels overlap.
Each map is extracted from the zone's own client geometry:
- Unpack the zone's PFS archive and parse the
.wldmesh fragments. - Classify every triangle as floor, wall, or ceiling by its surface normal.
- Keep the edges where floors meet walls — the walkable boundary — plus open ledges.
- Chain those edges into polylines, simplify them, and drop duplicate contours.
- Convert world coordinates to map coordinates and color by depth band.
No client files are included in this repository. See .gitignore — game assets are
copyrighted and stay out of version control. Only the derived map text is published here.
Released under CC0 1.0 Universal — public domain. Use them, host them, modify them, no attribution required.