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In-game Everquest Legends maps for new or altered zones

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eql-maps

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.

Installing

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.

  1. Find your EverQuest maps folder. It's typically at C:\Users\Public\Daybreak Game Company\Installed Games\EverQuest\maps\ (older installs use C:\Users\Public\EverQuest\maps\).

  2. Copy newsebexp.txt into the subfolder of whichever pack you already use — for example maps\Brewall\ or maps\Good's Maps\. If you don't run a pack, create your own subfolder such as maps\eql\ and put it there.

  3. In game, open the map window (M by 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.

Available maps

File Zone Lines
newsebexp.txt New Sebilis 1,166

Reading the maps

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.

How these are made

Each map is extracted from the zone's own client geometry:

  1. Unpack the zone's PFS archive and parse the .wld mesh fragments.
  2. Classify every triangle as floor, wall, or ceiling by its surface normal.
  3. Keep the edges where floors meet walls — the walkable boundary — plus open ledges.
  4. Chain those edges into polylines, simplify them, and drop duplicate contours.
  5. 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.

License

Released under CC0 1.0 Universal — public domain. Use them, host them, modify them, no attribution required.

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In-game Everquest Legends maps for new or altered zones

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