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![Maps Maps](/uploads/1/2/5/6/125615480/628785739.jpg)
RECENT UPDATESEverquest Cartography System (Maps)Everquests cartography system was implemented during Gates of Discord. What this allows you to do is make and edit your own maps for each zone. Everyone starts out with a list of basic maps, but players are required to make the other ones. Luckily YOU are not required to make them and you can download maps from mapfiend.net. (I'll get into download and installing maps more below).To bring up your map hit 'M' or 'Backspace' at any time. You'll see your map, and two tabs when you bring up the map window.
One tab says Map and the other says Atlas. The Atlas tab will show you a picture of the game world where you can freely see the maps for any zone you want.
On the right hand side of the map window you'll notice a bunch of buttons, these are explained below.Arrow Keys: In the upper right hand corner of the map you'll have the map movement buttons. You'll see and Up, down, left and right arrow. You'll also see a button in the center of all of them. The Arrows will allow you to move your map up and down and left to right. You can also move your map around by left clicking on it and dragging it around.Zoom Functions: Below the arrow keys you'll notice the + and - signs with lines above or below them.
These allow you to zoom in or out. You, like me, may find it easier to use the mouse wheel to zoom in and out. Below the zoom functions you'll see the following;Group: This button will allow you to see where you group members are on the map. They will appear as a little Green X.Base: This will allow you to see different layers on the map, depending on who made it they may have used different Bases. If you disable one, some stuff may disappear off the map and make it easier for you to find your location.Active: Similar to base, if you switch the active numbers certain things may change on your map.Labels: If you turn this off all labels on your map will vanish.
Only do this if you need to see just the map to get where you are going.Height Filter: If you turn this on everything below or above your current altitude on the map will be invisible. This is very handy if you just want to see one floor of a dungeon at a time.Low and High: These deal with making a map. They allow lines to be drawn further in front or behind you when making a map.Current: Current will Re-center your map and place it in your zone.Clothes Pin: The little icon below Current will bring up the window you use to create and edit maps. Downloading MapsAs promised a quick walkthrough on how to download and install maps. Go here: tinyurl.com/eqmappack - that's a google drive where you can download the most updated maps.
Mapfiend is severely out of date and I can't recommend you use it anymore, this has up to date maps for all zones, including new zones, fixes old hard to see maps and adds much more detail to older maps.Save the file to your desktop, then extract the file to 'Program Files Sony Everquest maps'. If you where logged in when you did this, log fully out of the game for it to acknowledge the maps being put in the folder then re-enter the game.
Zone Level ChartThis chart helps you finding zones that are appropriate for levelling in. The chart only includes zones that make sense to gain experience in, and thus excludes city zones with no regular monsters such as Kaladim and Felwithe, no-combat hub zones such as Plane of Knowledge and Plane of Tranquility, and instanced zones such as LDoN adventures, missions and raid expeditions.
Note: I do not recommend placing custom maps in the main maps folder. The reason for this is that every time EverQuest starts, it overwrites 100 zones with default maps. When this happens, any custom geometry is lost and labels will often duplicate.
Some raid zones such as The Plane of Hate are included, as it is non-instanced and can be used to gain decent experience. Certain city zones that are suitable for killing in are included, such as Katta Castellum in Luclin, along with Skyshrine and Kael Drakkel in Velious.
The Zone name listed is the precise name seen in the chat log when you enter a zone; for example You have entered The Greater Faydark. Alternative names (often shown in the middle of the screen when zoning in or on the map) are shown in parenthesis, for example The Ruins of Old Guk (Lower Guk). The Level Range column indicates the level range of the monsters in the zone, rounded to the nearest 5 levels.
It excludes NPCs that are not made for hunting such as quest NPCs, guards, raid bosses, fabled monsters and triggered epic monsters. Also excluded are major outliers in the median level range of the vast majority of the monsters in the zone, such as the small amount of level 46 wyvern hatchlings in The Temple of Veeshan, a level 60-65 zone otherwise.Note that many zones from the classic era have a very large level span, to the point of some zones having monsters from level 5 all the way to level 50. There may be gaps in the level range where hunting isn't suitable. The Type column indicates whether the zone is indoor (in) or outdoor (out), and if the zone is a raid zone.
It may aid you in finding a suitable zone for you, as it determines two important things: You cannot mount in indoor zones, a large detriment to spell casters, and while in zones marked as 'raid', it takes 5 minutes to leave combat and enter the resting state instead of the standard 30 seconds. The Era column denotes when the zone was originally introduced.
The Revamp column indicates when the zone last received a major revamp, if at all. An example of a major revamp is when Accursed Temple of CazicThule was upgraded from a mid-level zone to a level 50-65 zone in 2002.
Overhauls that were mostly just graphical such as the Steamfont Mountains overhaul related to the Secrets of Faydwer expansion in 2007 are not counted. You can use these era and revamp dates as a rough indicator of the difficulty of the monsters found there. Classic zones have much easier monsters than Velious-era zones, for example, that hit for less and have fewer hitpoints. The Requirement column indicates requirements to enter the zone, if any. Typical requirements are either a certain level, a key or progression flags. The Travel column marks the options available for travelling to the zone (see also ):. PoK - Plane of Knowledge has a stone that teleports to the zone.
PoT - The zone is directly accessible via The Plane of Tranquility (Planes of Power zones). TP - Direct Druid or Wizard teleport to the zone exists. GH - Teleport available from the Guild Hall by giving a stone to the Gnome merchant. Magus - A teleport is available from a Magus NPC, for example in Nedaria's Landing. An easy way to get to him is to say 'nedaria' to in the Guild Lobby. The Magus NPCs can teleport you back and forth across the world to 'wayfarer camps'.
AA - An AA in the Special tab is available for teleporting to this zone.Hint: Click the table column headers to sort ZoneLevel Range (1-105)TypeContinentEraRevampRequirementTravel.
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