I made the MORIA map according to this map (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1377/46/1377464862086.jpg) and some PJs interpretations.
The map is very complex and it is for future EDAIN 4.0 mod and that is why this map has it's restrictions, namely, you cannot build buildings freely wherever you see free spot because of the MORIA Object restrictions. So, even if this map will be more suitable for future EDAIN 4.0 with "BFME 1 fortress building system" (which was my main intention to follow) you can still play it in actual versions of BFME 2.
I strongly recommend you to start the map from the East Gate (1st Hall). It is much more interesting to play from there (personal opinion).
Few Pics are also there, just follow this link: http://www.pic-upload.de/gal-619093/b19fey/1.html
- I tried to clean this map a bit and to resolve some bugs I've found, also. - There are some beautifications with Erebor objects and because of that now you can build around your fortress much easier (affects all starting positions).
- During the play you will get some interesting INFO when you reach some areas in Moria.
- The old photo of the map is not obsolete completely, because it still gives you the basic structure of the map. However, I made some light adjustments and redesigns in few Halls.
- I lowered the minimum camera height from 800 to 600 feets.
I've noticed that after the killing of all Creeps, the map functions slightly better (Keep in mind that there is a huge number of Creeps in this map).
This update contains two versions of the Moria map, each for specific mod/expansion (ROTWK and Edain). I hope it resolves the problem that some are referring to (early defeat problem).
So, use proper Map for proper expansion or mod!
Some experiments during this process I've done with the member of Modding Union, "FG15", so I use this opportunity to thank him and to all members who indirectly helped with their critics and solutions.