I think this is finally at a useful enough stage for some kind of alpha release.
Source:
https://github.com/josheb/eqmaptool
Maps:
http://emudev.us.to/mapjs.tar.gz
It works in Chrome and Firefox. Chrome has the best performance.
There's a demo available here:
http://emudev.us.to/eqmap2/
It still has some rough edges but at this point you can easily edit spawns and grids. It integrates with PEQ and my quest editor, but it is set up to be very configurable and should eventually be supported by Akkadius' EOC.
I would like to thank Akkadius for providing the resources for development and design feedback. It would have gone much slower without a slick development box. He also has a number of functional contributions in the code.
The interface can be a little confusing at first but once you get into it you'll find that it speeds up many common tasks related to content creation.
Camera Movement: W,A,S,D
Camera Rotation: Arrow Keys
When you click a target it will show up in the target window with relevant details and a movement widget will appear on it. Clicking the axis bars will let you move it on a given axis. Clicking the pink bar will let you adjust the heading, represented by the red arrows.
A faster way to move objects is to click the ground where you want them. The red cursor sphere will appear there. Press Alt+V or click the appropriate button in the toolbar.
This is also how new spawns and grid entries are created. Click to place the cursor and then create the desired object.
You can add NPC's and entire spawngroups to the Palette. New spawngroups can be created by checking the NPC's you want, adding spawn chance, and pressing Alt+M.
You can also add existing spawngroups by selecting them in the palette, placing the cursor, and pressing Alt+N.
Hovering over a button should give you a description of its function. There are several shortcuts for editing or moving the camera.
Clicking the name of an NPC will bring up the quest editor window. If the NPC has a quest script it will show it. Otherwise it will just bring up that zone. You can use the text entry box in the quest editor to create a script for that NPC if it doesn't have one.
Much remains to be done but since I've only recentlly gotten some time to get back to work on it, I wanted to get it out there so the community could at least use what features are available and contribute to bug fixes and development.
My next big step is to use the new zone-utilities to create a proper exporter and break maps into smaller pieces. This will allow for placement of doors and objects within the editor as well as reduce the overall size of maps.