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might be a good idea to organize if we place any marks like places of interest, stables and trainers on map or not?

Hinney: Is there a way to get in-game coordinates? That would be the easiest method. You can list the point of interest, reason why it's interesting and the in-game map coordinates.

You could go to a location and enter /loc

that should give you the coordinates.--Blakborn 03:41, 4 March 2007 (PST)

The best way I've found to get location info is to use ;loc. It gives you a little more concise listing than /loc. But it puts it out in chat, so don't use it around other people. Or you can whisper it to yourself.

I have a listing of various locations throughout the game. I was going to add the location info to them, but I haven't gotten around to it yet. Skeeve 11:08, 4 March 2007 (PST)

Also we may want a newer image of the Breeland map. The one there now has the Filter Map Notes dropdown menu on the picture. Not a huge deal, but it would be good to be consistent.

Also, do we want to add maps that aren't explored yet? I think it is good to have them all, but will someone remember to come back and upload the fully explored version? Skeeve 11:22, 4 March 2007 (PST)

When i first saw the maps page only bree en eriador were uploaded. So i uploaded all the other maps. Since i'm an elfhunter i could only help with the ered luin map. If someone has a map that got content please upload them. I'm currently not exploring anymore since i get killed very easely in the wild. I'm not supposed to be at that location with my level. I'm entering all the questdata first. --Blakborn 12:20, 4 March 2007 (PST)

old forest

Old Forest SFW should probably moved to links or to Breeland... --Xander 04:08, 24 March 2007 (PDT)

Maps and Not Maps

Rencently User:Magill did a great overhaul of Maps and removed categories that filled no purpose. Thanks.
Today User:EoD removed a POI map from here and I believe that was the right thing to do.

How to deal with POI-maps then? And maps for let's say dungeons or other interiors?
I suggest they are categorized under the "Category:REGION Maps" they pertain to. That way they are categorized, and so in the most narrow scope. I doubt we need a certain category for dungeon maps as the dungeon itself will use the map, and they are also then found under the regional category.

But how to deal with area maps, if they exist? (Or sub-areas, such as for Moria?)
They should go in here in their clean version as they are also used for other reasons.

If nobody objects I think this post may go as a guideline, but let your bashing begin :) -- Zimoon 12:32, 3 April 2012 (EDT)

Turbine has changed their "map standards," both recently and over time. After the "Fog of War" was removed, people complained they couldn't tell where they had been. Now, at least with Great River, there are no POI flags until you visit them. AND, those POI flags in the Great River match those for the various Explorer deeds. (And if you mouse over them, they give you the name and coordinates, which I think also is new.) In the past, at least during the betas, folks have bugged the fact that the places for the explorer deeds did not show up as POI flags.
Personally, I rely on the Dynamic Maps to find things where I haven't been. Much easier to use than the Lorebook, which is far from complete. Wm Magill - Valamar - OTG/OTC (talk) 16:59, 3 April 2012 (EDT)

Interesting Composite Terrain maps from reddit/lotro

From Caabal78 on the reddit/lotro Forums: Note that this map describes Middle Earth as of Update 20.

The local copy - Low resolution Topo map of Middle-earth (right) is 1Meg
Low resolution Topo map of Middle-earth
The local copy - Frodo, Sam and Aragorn journies (right) is 1 meg.
Frodo & Sam journey (red) and Aragorn journey (blue)
The local copy - zone levels (right) is 800K.
Zone levels
Hello everyone,
I share with the community a project I've completed recently. It's a map of the whole game's world using the original maps' artworks.
Try this link for an HD resolution (8500x9000px. Click on Download on top right options. File size is 30Mb):
All the original Lotro maps are overlapped over the game's terrain, so it's 100% correct.
It took me four days to complete, I hope it can be useful to someone, especially to newbies like me.
Here is another interesting view of the same map.
I've traced the paths for both Frodo&Sam journey (red line) and Aragorn journey (blue line).
Hope you have fun!
Here is a version displaying all the zones' levels, if someone is interested:
PS: two small areas are missing their overlay map because, honestly, I don't know which areas they are supposed to be and I found nothing about them on internet. The two areas are: 1) a forest right to Enedwaith; 2) an island on top right corner of the whole map (NB: actually it's the Battle for Erebor instance).
Let me know what you think.
(Credits to Daniel Moravek and Garan for their work on TerrainMap which I used as a base for the overlay -
* Small area in the upper right is the Erebor instance cluster

Another version

Wm Magill - Valamar - OTG/OTC - talk 17:53, 10 May 2017 (UTC)

A description of WHERE actual areas exist on Maps.

Posted by Garan - 10 April 2018
The game world exists in 4 fairly large two dimensional chunks called Regions. Region 1 is Eriador, 2 is Rhovanion, 3 is Gondor and 4 is Mordor. All of the game world exists somewhere on one of those four regions but not necessarily where you would expect them to be. For instance, underground areas can't exist in the same area as the surface above them (the regions are two dimensional) so if both exist (such as the case with Felegoth), the underground area is simply placed elsewhere in an otherwise unreachable and unused part of the map. This works well for interior areas where the coordinates aren't displayed on the compass (they can still be determined from the /loc chat command) so areas like the Hall Under the Mountain can exist anywhere and no one questions it - oddly enough, the Hall Under the Mountain is supposed to be under Erebor in region 2, Rhovanion, but is actually placed in the far north of the Mordor region (most likely because it was developed and released with the Mordor expansion, while Northern Mirkwood was still being developed). So, many instanced, underground or interior areas are placed in otherwise unreachable and unused portions of a region's map so their coordinates and distances to the rest of the world won't really make sense.
Some areas like Frostbluff are detached from the rest of the game world but are still placed at roughly the correct coordinates for where they would actually exist if the map was completely filled out - you can see the placement of Frostbluff relative to Forochel in the TerrainMap plugin:

Note, there are some oddities with the regions, for instance Eriador and Rhovanion use different coordinate origins so 0N, 0E in Eriador is at a different location than 0N, 0E in Rhovanion - the maps don't line up and can't be made into a single continuous map while maintaining coordinates (Daniel Moravek created a single hires image of middle earth based on the images from TerrainMap, just without coordinates and with some judicious placement of locations such as Moria and Zirak Zigil - you should be able to find Daniel's map via Google).
EDIT: Two previously displayed areas, Grimbeorn's Cabin and Erebor were both placed in the north east area of Rhovanion. With the release of U22, those two areas have been moved to be placed connected to Northern Mirkwood. In the case of Erebor, the original terrain still exists at its original location and is used for the Dale/Erebor Instances but will be removed from TerrainMap (in TerrainMap ver 1.20, coming soon) as it conflicts with the Erebor that is part of Northern Mirkwood.[/QUOTE]