Authors: thefifthmatt
Elden Ring maps come in two flavors: overworld and dungeon. Overworld maps begin with m60, are arranged in a nested grid, and cover the entire game world. Dungeon maps include legacy dungeons, mini-dungeons like catacombs, and other miscellaneous non-overworld maps. All dungeon maps overlap in space with overworld tiles, but the overworld map in that spot will generally have no contents.
Dungeon maps are included in this list if it seems possible to physically go there, not just for skyboxes or cutscenes. Overworld maps are included in this list if they have any enemies or assets (objects).
There are three resolution levels in overworld maps (m60 and m61): big tiles, medium tiles, and small tiles. Big tile map ids end in 02 and are subdivided into four medium tiles which end in 01. Medium tiles may in turn contain four small tiles which end in 00. Most enemies and interactable objects are in small tiles. Enemies may be placed in big tiles if they span multiple tiles. Site of Grace objects are also placed in big tiles.
Overworld maps are named according to a grid-based convention. The grid starts in the southwest and uses (column, row) coordinates. For a tile at (x, z), its east neighbor is (x+1, z) and its north neighbor is (x, z+1). For a non-small tile at (x, z), its four subtiles will have coordinates (2x, 2z) southwest, (2x+1, 2z) southeast, (2x, 2z+1) northwest, and (2x+1, 2z+1) northeast.
As an example, when you start in Limgrave, you start in m18_00_00_00 (Stranded Graveyard), which exits into the overworld. The overworld big tile map is m60_10_09_02, which contains most of West Limgrave. The medium tile map is the southeast subtile of the big tile, or (2 *10+1, 2 *9), or m60_21_18_01, which contains the starting fields and most of Lake Agheel. The small tile map is the southwest subtile of the medium tile, or (2 *21, 2 *18), or m60_42_36_00, which contains The First Step and the Church of Elleh. When you enter the overworld, all three of these overworld maps coeixst in the same space.
Maps each use their own local coordinate system for game objects contained therein. Small tile maps cover around 256 by 256 in-game units. Medium and large tiles are double and quadruple that size respectively. The center of each tile map corresponds to the local coordinate (0,0,0). Tiles are contiguous such that the centers of orthogonally adjacent small tiles are exactly 256 units away from each other. Dungeon map coordinate offsets are less regular but most of them can be inferred using WorldMapLegacyConvParam.
Base game tiles (including trivial ones not listed below) can be viewed on the in-game map using this image generated by FloorBelow. It includes all map fragments so it is a very large image.
The below contents were all autogenerated, aside from manually specified map names. Connections represent maps which are automatically loaded from other maps, either physically or for cutscene-based warps. Only mutual connect cols are listed for overworld maps because one-way connections may exist only for scenery purposes.
Contact me (thefifthmatt) if you have any suggestions or corrections.