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Cut Wood


-Cut Wood-

Whack the forest, or else the forest will whack you!
Chop out the competitors at the root to become the king of the forest.

Time to chop!

Cut Wood is an unique arena/survival/strategy map where you control a lumber mill, hire lumberjacks and try to
explore the area in search for resources while the map itself starts to become covered with an impassable wall of forest.

The game's success depends on how widely you can cut your own territory to gather resources,
developing well enough to counter other players, ents and neutral-hostile critters.

This is also open source project where you can learn and use many forest systems in your own work,
but you are prohibited from editing and releasing your own versions of the map without permission.

Map features:
Multiplayer gameplay
up to 21 players.
Fully translated on Russian and English languages
Original gameplay - map against player
Jass Systems such as: global forest and stump limits,
landscape generation, quasi-random distribution
Ent workers and Leshi jokes!
QWER hotkeys.
- Aprox ~0:30~ 1:30hs of gameplay -

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Intended to play on Classic Graphics



Information

Screenshots

Changelog

Credits

Authors Notes


Information

Map description​

I would like to present you a map in which your main task is to cut the Forest. Here the Forest is your main opponent and ally in the fight for the superiority of your logging guild over all players.

Look for gold coins between branches, search for treasures from crates, dig mines. But be careful, the forest itself will resist your invasion, you will just have to survive in the harsh conditions that you will be given. Nature doesn't like to be disturbed. Under every rock there may be a spider lurking, which will be elusive. The mines will awaken ores and rocks bothered by uninvited guests. The Forest Spirits themselves will try to erupt annoying woodcutters who have trespassed on their home.

However, do not forget the main thing - your competitors in the capitalist world of lumbering will try with all their might to remove their opponent.

Remember that, while you will be making your way through the thickets of the forest and try to cut down a couple of firs, the true evil has long been watching this world and planning its invasion to destroy all life. It will set the end for those who get a full stake in the forest
.

Where can you find gold?​

To get gold, you need to collect golden coins that appear on the map, mining gold from entangled gold mines, destroy neutral-hostile buildings or punch them out of your opponent's workers

Forest Spirits

The inhabitants of this forest can be a very strong opponent. If you don't destroy the main tree, the spirit of the Keeper of the Grove, who roams this forest, will start sending curses towards those who have wandered into nature, so don't sleep! If you defeat the main tree, a golden branch will fall from it, giving the owner 250 gold once, in 15 seconds!

Screenshots

The gameplay and the progress of how the map was evoling through the Screenshots:​

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Changelog

List of changes made to each map released.​

01 April 2024
Main

-Increased the number of players up to 21
-Added minimum distance between player's lumber mills and the main Ent tree, based on quasi-random distribution. Now players will not spawn very close to each other or to the Ents.
-Changed forest growth rate, now it depends on the quantity of trees on the map.
-Accelerated the disappearance of old stumps by two times.
-Reworked "Pillage" ability. Now when attacking buildings, it steals gold from players or lumber from the Ents, the steal is accompanied by a floating text displaying the amount of stolen resources.
-Added "Pillage" ability to lumberjack and woodsman.
Bug fixes
-Fixed the sound of underworld portal lightning, now it can be heard only for players standing nearby.
-Fixed desync caused by Leshi, underworld portals, abilities of Keeper of the grove and goblin zeppelin.
Graphics
-Renamed professional lumberjack to woodsman.
-Updated unit ents models.
-Fixed underoworld portal collision.
-Renamed wind rider cage to wooden box.
-Added links on the map web pages directly inside to the map itself.
-Added hints for gold, gold mines, and goblin zeppelin.
Balance
-Increased the bounty for destroying abandoned mine 450=>750 gold and underworld portal 1200=>2000 gold.
-Nerfed weaver, decreased its attack 105=>85 and health 3650=>2750.
-Changed spider balance, there is now a limit of 1 weaver from 1 abandoned mine at lumber mill t3, 2 weavers at lumber mill t4, and after 5 minutes the limit increases up to 5 at t4.
-Lumber bounty for destroying Ents has been increased, the bounty now depends on the technological level of the Ents and is accompanied by floating text.
-Added more levels of upgrades to the Ents for smoother strengthening, applies to both Ent building and Ent units.
-Leshi now also becomes progressively stronger as the Ents evolve.
-The former captain now smoothly becomes stronger as player lumber mills develop.
-Sludge has been weakened, health 4800=>3800, attack 130=>110
-Reduced mimic attack from 1000=>500
-Bounty for destroying player's lumber mills has been increased. Lumber mill 1000=>1500, Elven or Advanced 3000=>4000 gold.
08 March 2024
Launched v 1.0

Credits

Huge thanks to users of the XGM and Hive Workshop communities for providing models, textures, triggers and icons, such as:​

Leshi, Normal Trees, 3D models of items (scrolls) by Кет
New Trees by LongbowMan
Troll Lumber Mill by Иллисор
Troll lumbermill (WC2) by Red XIII
Alterac Lumber Mill by bakr
Lumber Mill (Elf), Ammo Dump, War Mill (BETA), Hut (Gnoll), Alchemist and Derivatives, Treant and Derivatives by Ujimasa Hojo
Saw Mill/War Mill by Vinz
Sawmill by Nilas Aran
Mines by Mike
Crannies Summer and Fall, Snowy and Winter by supertoinkz
HarvestCart by Oinkerwinkle
Goblin Bookworm by Freddyk
ClockWorrior by Rizz_Boomer
Goblin Captain by Klarnetist
Black Magic by Empyreal
Гном-лесоруб, Бугай-рабочий by Эльрат
Flagellant by Dionesiist
High Elf Craftsman by Khazmo
OrcWarStation by Nirvendor
Орочий грузовик by WizkaZ
Possessed Tome by Deolrin
Mimic by Ribenamania
Fell Ent by Reflexar
ChaosGolem by MasterHaosis
Slasher Demon by General Frank
Savage Tower (Gnoll), Kennel (Gnoll), Forge (Gnoll), by Mephestrial and Ujimasa Hojo
GnollStalker, GnollRunt, Gnoll Brawler, GnollRockbreaker, Gnoll Mystweaver by Mephestrial
Хижина вождя гноллов by Wulfrein
3D models of items (items pt1, pt2, pt3, pt4, books) by IrokeZ
GoldCoins by Tr!KzZ
Lightnings Multiple by Tranquil
Blue Orc Pack, SpiderS by Grey Knight
Blackrock Militia by Ilya Alaric
WoodBig, WoodSmall by Ergius
Goblin and Mech Upgrades Iconpack by Huinipachutli
Dwarven Miner by Villagerino
WoodBash Icon by Golden-Drake
Nature Blessing by Vitchie08
Damage Engine by Bribe
Arcing Floating Text by Maker


Authors Notes

We finally released our map, so we want to tell a little journey of this masterpiece.​

In 2017, my friends and I often played a game in the Warcraft 3 editor: "make your map in 30 minutes". From this short and fun game, an idea was born that grew into a full-fledged project called "Cut Wood".

As a kid, I always loved the orc peons harvesting trees and chopping down spruce trees. I remember the campaign for orcs in the game Reign of Chaos, where they face Night Elves in the ashenvale forest. Under the influence of that atmosphere and colours, I wanted to repeat something of my own, but session and with a drop of nostalgia. To create an atmosphere of old Warcraft and its graphical simplicity, but at the same time technical complexity inside.


Step by step the map began to be supplemented with new features (abandoned mines, underworld portal, entangled gold mines), To work joined my good friend Koladik, to whom I am especially grateful for the implementation of those technical systems jass code and triggers, which are presented in our map. Due to them excessive trees with stumps in the forest smoothly disappear and do not overload the game

You can freely use these systems and adjust them in your projects with crediting the authorship.

I hope that the map will also cause you pleasant feelings of nostalgia and give you positive emotions from playing the game.

Thank you very much!
Contents

Cut Wood 1.1 (Map)

Reviews
deepstrasz
Lovely little concept. Can get a little tedious though with so many repetitive upgrades and similar units. Cool Greenbeard sadly causes some visual issues: Approved. If you want more reviews, you should participate in the The Grand Review...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,882
Lovely little concept. Can get a little tedious though with so many repetitive upgrades and similar units.
Cool Greenbeard sadly causes some visual issues:
1710540474842.png

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 4
Joined
Dec 26, 2008
Messages
25
Lovely little concept. Can get a little tedious though with so many repetitive upgrades and similar units.
Cool Greenbeard sadly causes some visual issues:

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
I am appreciate for your review! We are planning to release a new version with a bunch of bug fixes.

Can you please describe more information about Greenbeard graphical glitch.

In which case did that happen?
Are you using some interface modifications?
What is your client language of the game?
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,882
Can you please describe more information about Greenbeard graphical glitch.

In which case did that happen?
Are you using some interface modifications?
What is your client language of the game?
I am using the latest patch, English version. It started happening after I moved the screen searching for Greenbeard to see where he went since he moves fast. I'm not using any game modifications.
 
Level 4
Joined
Dec 26, 2008
Messages
25
I am using the latest patch, English version. It started happening after I moved the screen searching for Greenbeard to see where he went since he moves fast. I'm not using any game modifications.
That's a strange glitch. I have the same wc3 configuration settings, but I've never seen this glitch before. Thanks for the reply, I will try to catch this glitch and fix it. It probably has something related to the graphical model, rather than the wts text file itself.

Update: that's not Greenbeard glitch, that’s happened than you turn on fade occlusion and always see parameters of unit, including heroes. That's bug connected with hero inside building (machinery and market). We will change this system and bug should move away :)
 

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Regarding quality of life, it would be nice to have workers that aren’t doing anything be displayed as an idle worker, as well as maybe some custom frames to show how many workers you have of each type.

I also think the items you put on workers should be droppable and respawn much faster than they currently do, I usually had one unit waiting around for a long time to recollect them.

Sometimes I noticed when greenbeard runs in to eat a unit he stops and auto attacks multiple units until he’s ordered to go eat another random unit. I am not sure if this is intended since he didn’t do it that often.

It would also be nice if units you spawn had a temporary timer to not be eaten by greenbeard, I had saved up for an Urk just to lose it instantly : pepehands :
 
Level 4
Joined
Dec 26, 2008
Messages
25
Regarding quality of life, it would be nice to have workers that aren’t doing anything be displayed as an idle worker, as well as maybe some custom frames to show how many workers you have of each type.

I also think the items you put on workers should be droppable and respawn much faster than they currently do, I usually had one unit waiting around for a long time to recollect them.

Sometimes I noticed when greenbeard runs in to eat a unit he stops and auto attacks multiple units until he’s ordered to go eat another random unit. I am not sure if this is intended since he didn’t do it that often.

It would also be nice if units you spawn had a temporary timer to not be eaten by greenbeard, I had saved up for an Urk just to lose it instantly : pepehands :
Interesting idea, we will think about it, ty for suggestion.
Items drop after unit’s corpses decayed. The purpose of this decision is to not create in multiplayer game "who is faster to catch the item" then battle is coming. Treasures of remnants must be collected after the battles.
About Greenbeard. This is not a bug, it’s a feature XD. Its ok, then he is trying to fight with you, in that time you can kill him and get bounty (1250 gold). In upcoming new version, you can kill him much easier.
Late game units will also get abilities to avoid conversion for tree, instead, protected units will get random damage from 0 to 100 %.
 
map concept is really neat, I have a fun time playing it, but I feel like the AI's ability to raze an entire base should be reined in a little bit
also I've done a couple 6 player lobbies and it seems like we're still spawning practically on top of each other even though apparently v1.1 was supposed to help that a lil bit. would be nice to put some more distance between players.
EDIT: also I know the whole end game is to be the last man standing, but I think it'd be nice to have ally/unally functionality kinda like how World War ][][][ Tundra did back in the day
 
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Level 4
Joined
Dec 26, 2008
Messages
25
map concept is really neat, I have a fun time playing it, but I feel like the AI's ability to raze an entire base should be reined in a little bit
also I've done a couple 6 player lobbies and it seems like we're still spawning practically on top of each other even though apparently v1.1 was supposed to help that a lil bit. would be nice to put some more distance between players.
EDIT: also I know the whole end game is to be the last man standing, but I think it'd be nice to have ally/unally functionality kinda like how World War ][][][ Tundra did back in the day
Firstly, thank you. I’m really glad to see more and more people playing in our map and hosting it on battle.net

Secondly. About your comment. Ent AI should bring challenge for players. We are continue balancing it, but again, Ents should be strong and have abilities to destroy players in late game. It’s like huge obstacle, which you can’t to ignore.

About minimum distance between players lumber mills. Now it’s is 1280, we are going to increase a little bit to 1536. It’s up to you, how you want to play in the game, full house or a little couple of friends.
When we are testing our map in multiplayer, it’s almost all time 21 players game and you can imagine such the chaos spreading on the map :)

The initially spawn system does not distribute the players equally on the map.
It has some random, so you can experience something like clustering. (When few players near each over, even if you initially play with small amount of players, but it's rare enough to occur.)

Alliances. We got some questions about it. It’s hard to decision, should we incorporates this or not. On the one hand, as you wrote, it’s last man standing genre. And alliances will break that idea. On the other hand, alliances can bring survivability of players and add teamwork. We will think about it.

Now. We are working really hard on technological tree, unit upgrades and continuously bug fixing and balance improving.
So stay tune and enjoy the game. Chop chop!
 
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Level 4
Joined
Dec 26, 2008
Messages
25
In the next version we are going to add more tips to the game. Especially for spiders. Spiders, its a tricky one. Singularly weak, but strong in big hordes. You should find abandoned mine and destroy it.
To find it, its very simple, just follow the spiders look where they come from and chop in that direction, leave some of the workers on patrol the place of felling, so that you can destroy the spiders that will come 1 by 1 from the mine. Thats how you can relatively painlessly get to it, destroy the mine and get 750 gold :)
I get that AI should be a challenge, sure, but I've had my base like wiped out entirely by even just spiders early game and I can't even reach the gold mine to stop them from spawning :')
I think maybe just making AI units a little more vulnerable in the early game would be nice
 
In the next version we are going to add more tips to the game. Especially for spiders. Spiders, its a tricky one. Singularly weak, but strong in big hordes. You should find abandoned mine and destroy it.
To find it, its very simple, just follow the spiders look where they come from and chop in that direction, leave some of the workers on patrol the place of felling, so that you can destroy the spiders that will come 1 by 1 from the mine. Thats how you can relatively painlessly get to it, destroy the mine and get 750 gold :)
at the very least, perhaps spiders could give gold or wood? right now there's no benefit to fighting them until you find the mine (if you can do that without getting steamrolled by a single weaver)
 
Level 4
Joined
Dec 26, 2008
Messages
25
Spiders - another threat for players. In our game neutral-hostile mobs don’t drop resources, only buildings. Weavers start to spawn only if you have advanced sawmill or elven labor guild. If you steamrolled by spiders, you can and should exploit neutral camp mechanics, because they are work like camp, but with big radius.

If you get attacked, you have 2 options:
1 immediately go in that direction there spiders came from and find the mine.
2 in multiplayer games spiders often star to snowballing and people sometimes frustrated and get lols. They don’t understand, if you don’t attack that horde, they will change the prey on another one.

If spiders see something, who attacks them in that big radius, they immediately change their direction. Neutral-hostile player has open vision on entire map, so they will pursue ents and another players if they are closer to camp or will attack any attacker on neutral hostile in that radious.

I agree that spiders are difficult, but understanding and exploiting these mechanics they can be defeated. I often play solo for testing of the map and sometimes I have to simultaneously fight and destroy up to 3 abandoned mines that spawn near my sawmill.

Told you a little bit of the inner secrets of the map giving it a charm of originality. I hope this information will help you in your fight against the forest dwellers ;)
at the very least, perhaps spiders could give gold or wood? right now there's no benefit to fighting them until you find the mine (if you can do that without getting steamrolled by a single weaver)
 
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