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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 source-available 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 into Russian and English
Original gameplay - map against player
Lua Systems such as: Wood Recycle System,
landscape generation, quasi-random distribution
Ent workers and Leshy 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, cut down magic trees or punch them out of your opponent's lumberjacks.

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.​

26 May 2026
Main
  • Updated quest links to the current websites where the map is available.
  • Slightly increased fog chance to account for wind in the weather rotation.
  • Updated distribution logic for Underworld Portals and Abandoned Mines. There is now a small stacking chance during spawn checks, allowing them to form clusters. When the maximum map limits are reached, new Mines or Portals will spawn randomly across the map until their number drops below the limit. After that, the system will work as before.
Balance
  • Added automatic gold pickup for Ents trained by the Tree.
Developer comment: During long games, a huge amount of gold could accumulate around the Ent base. Players could simply run through the base and collect this gold, which created an unintended advantage. To reduce this, automatic gold pickup was added for Ents trained by the Tree.
Bug fixes
  • Fixed a bug where units spawned during fog weather did not properly restore their vision.
  • Fixed a bug where spider tier did not automatically switch from T4 to T5 after 600 seconds.
  • Fixed a bug with the Keeper's Roots ability, where additional caster units could be created.
  • Fixed a bug with the Keeper's Owl ability, where it could target invalid or dead trees.
  • Fixed a bug where Wisp builders could be counted twice.
  • Fixed a bug where demon spawn limits could break if spawned demons died before the Infernal appeared.
12 May 2026
Main
  • Added a new weather: Gusting Wind.
  • Fully reworked the weather system. Now it has separate configs, unified workflow, updated logic and math, toggle on/off settings, and other improvements.
  • All weather conditions now have mass debuffs: Downpour decreases attack damage, Gusting Wind decreases movement and attack speed, Heavy Fog and Light Fog decrease unit vision. Forest Spirits are also affected by these debuffs.
  • Implemented automatic coin pickup. If a player has researched Alchemy level 1, all player-owned units with inventory will automatically collect Gold Coins by walking near them.
Developer comment: Gold Coin auto-pickup was added as a quality-of-life improvement. It removes unnecessary clicking routine after Alchemy level 1, while still keeping early-game coin collection manual before the upgrade.
  • Implemented Wisp repair system. Wisps now detect missing hit points of the Main Tree and Towers and go to repair them. The more hit points are missing, the more Wisps will be sent. Also works with Wisps in the forest.
Weather
  • New weather condition: Gusting Wind. Randomly spawns Air Elementals across the map. They randomly roam around the map and partially despawn at the end of the weather.
  • Air Elemental tier depends on the player's Lumber Mill tier, gaining additional attack, hit points, Pulverize ability and Tornado Wave.
  • Gusting Wind cannot appear together with rain or fog. Rain and fog can still appear simultaneously.
  • Updated SFX audio for rain weather.
Units
  • New unit: Air Elemental. High-damage unit without armour. Spawns during Gusting Wind with a beautiful spinning animation, like materialisation from the wind. Has abilities such as Evasion, Pulverize, and Tornado Wave.
  • New unit: Tar Spawn. Has a small chance to drop from Iron Cage and Magic Vault. On death, spawns 1-2 Sludges.
Abilities
  • Updated Mighty Slam of Earth Basher. In addition to mass tree destruction, movement and attack slow, it now creates an impact area where the hammer touches the ground, dealing high splash damage and half damage in the outer area.
  • New ability for Air Elemental: Tornado Wave. A wave of tornado that deals damage on impact and has a chance to toss enemies into the air.
  • Leshy random spell damage against protected units has been reimplemented to be more similar to the previous 1.2 version.
WRS
  • Trees are now separated from stumps for better fog of war behaviour and the culling system.
  • Added an occluder height parameter for big and small trees, so different tree types now block unit vision correctly.
  • Implemented stump culling system. Excessive amounts of stumps are now graphically hidden.
  • Implemented grid system. Now any mass tree destruction is connected with sectors to preserve FPS and reduce pressure on the late game.
  • Reworked fog of war for trees. Players can now see trees growing through the Cenarius tree revival spell. This also fixed some strange disappearing or appearing of dead trees for players.
  • Solved the visibility issue during mass tree destruction caused by abilities or lightning effects by using proper occluder height settings.
  • WRS now has configs with precise settings, from tree models to stump limits.
Graphics
  • Huge collaboration with Villagerino! Together we worked on new models: Air Elemental, Earth Basher, Coins, Abandoned Mines, Goblin Lumber Mill, and icons: weather debuffs, ADS, Earth Bash, tools upgrades, woodsmen upgrade, forest variations, quests, burning mill, demon portal, black and blackrock armor.
  • Updated Black and Blackrock Armour icons.
  • Updated Abandoned Mine models and icons.
  • Updated Earth Basher model and icon.
  • Updated Goblin Lumber Mill model and icon.
  • Updated ADS icons.
  • Updated Tools icons.
  • Updated Woodsman research icon.
  • Updated Quest icons.
  • Updated Bunch of Coins power-up item.
  • Added seasonal icons.
Developer comment: Atmosphere has always been one of the main focuses of Cut Wood. With Villagerino's help, we managed to unify the style of many game elements, make the world feel more alive, and expand the gameplay with Gusting Wind and Air Elementals as a natural part of the map.
  • Updated Elf Lumber Mill model and icon.
  • Updated terrain texture generation to be more similar to the previous 1.2 version.
  • Flowers and shrubs are now converted from special effects to destructables to correctly stay in fog of war.
Balance
  • Black Armour research time decreased: 45 sec => 20 sec.
  • Decaying Stench research time decreased: 60 sec => 35 sec.
  • Decaying Stench cost decreased: 23000 => 20000.
  • Claws of Attack item drop removed from Iron Cage, but it still might drop from Magic Vault.
  • Increased Underworld Portal initial spawn time: 300 => 600.
  • Leshy T2 hit points increased: 5000 => 6000.
  • Leshy T3 hit points increased: 10000 => 12000.
  • Possessed Tome hit points increased: 12000 => 15000.
  • More accurate calculation of Golem spawn from Haunted Mines.
  • Decreased acquisition range for Golems: 500 => 200.
  • Added a minimum distance between Entangled Gold Mines: 768.

Bug fixes

  • Fixed a rare bug where the Machinery or Marketplace frame could disappear.
  • Fixed a bug where a Magic Tree could fail to fully disappear during WRS mass tree destruction, causing repeated graphical death explosions.
  • Fixed a bug where the Magic Tree death effect could be restored after the next revival and death, but the Wisps themselves were not restored correctly.
  • Fixed a bug where players' vision could remain incorrect during mass tree destruction caused by abilities or lightning effects because trees had no proper occluder height.
  • Fixed a bug with the lightning effect, where the lightning itself died after 10 seconds and the death effect did not happen immediately.
  • Fixed a bug where a player could select another player's storehouse and switch the main lumber mill page for its owner, which could lead to a crash.
  • Fixed a texture bug connected with Ent Warrior, which had incorrect visualisation during fog weather.
  • Fixed a graphical issue with the Timber Storehouse.
15 July 2025
Graphics
  • Magic Trees have become more magical

Bug fixes

  • Fixed a bug where trees cut offscreen would, upon reappearing, get stuck in a frozen animation and stop responding to hits.
14 July 2025
Main
  • Complete Lua rewrite - every trigger ported from vJASS to Lua, making the code easier to read, extend, and debug.
  • Introduced a Wood Recycle System built on a custom Multidimensional Table with Callback timers (full article coming soon in Spells and Systems).
  • Core logic refactored into a unified main module with detachable blocks. Most gameplay elements now use standalone config files, allowing for flexible balance adjustments and feature toggling.
  • The internal logic of Spiders, Golems, Demons, Weather and Ent defence has been fully reworked.
  • UX results: higher FPS, zero desyncs, smooth and stable gameplay in 21-player matches.
Developer comment: After a year of active development, we have transitioned to Lua and rewritten much of the game's internal logic. We are proud to offer players a smooth gameplay experience - less lags, freezes, or desyncs and consistently high FPS. Extensive testing has shown stable performance both in early and late stages of the game. This is made possible by the implementation of the WRS system and the optimisation of many gameplay elements, such as spiders, demons, ents and etc.
  • Added additional source of gold - Magic Trees. Random trees may acquire 5 - 20 wisps and become magical; felling one awards 10 gold per attached wisp.
Units
  • New unit: "Ent Warrior" - toughest T5 ent of Spirits of the Forest; has 25 % chance to deal 4× damage on hit.
  • New unit: "Ent Sailor" - 0.05 % Easter-egg spawn from Metal Cage or Magic Vault instead of a Goblin Captain; bounty 150000 lumber.
Graphics
  • Updated models for Mud, Rock and Granite Golems.
Balance
  • Lumber prices reduced:
    • Lumberjack 15000 => 13500
    • Woodsman 40000 => 27500
    • Urk 120000 => 90000
    • Incensed Urk 620000 => 540000
  • Blackrock Armour upgrade now additionally grants +5 armour.
  • Urk base armour decreased: 8 => 3.
  • Incensed Urk base armour decreased: 11 => 6.
  • Black Armour ability bonus increased: +1 => +2 armour.
  • Decaying Stench armour reduction increased: -2 => -4.
  • Marauding now steals 30 gold and 2000 lumber per hit, instead of 20 gold and 1000 lumber.
  • Permanent Immolation ability damage reduced: 480 => 230.
  • Abandoned Mine bounty now also grants 3000 lumber, total: 750 gold + 3000 lumber.
  • Haunted/Entangled Gold Mine gold limits increased: 1750 => 2750 min, 4000 => 6000 max.
  • Slightly lower spawn chance for Granite Golems in Golden Mines.
  • Shredder and Clock Warrior can no longer harvest gold from Golden Mines.
  • Slightly increased gold yield from Golden Mines for T3/T4 harvesters.
  • Living Stump armour increased: 4 => 6.
  • Poisonous Ent “Envenomed Weapons” ability is upgraded automatically at Ents T5: 60 DPS / 15 sec => 120 DPS / 30 sec.
  • Force of Nature ability addition for Keeper:
    • At ability level 3, 50% chance to summon an Ent Warrior instead of a Poisonous Ent.
    • Casting the ability on a blink tile now spawns neutral-aggressive Living Stumps.
08 July 2024
Main
  • Added new units, upgrades, researches, abilities and weather condition.
  • Added page system by uncle and quick access to the main lumber mill via hero frame icons. Players can now access research pages and hire pages through two different methods: using pages or frames. These methods are synchronized with each other. Even if you pick the warehouse and come back to the main lumber mill, the system will save and restore the last page you were on.
  • Added frames for the Marketplace and Machinery as well.
  • Numerous updates in graphics, balance, bug fixes, and optimizations.
Units
  • Mercenary: New unit for the Advanced lumber mill. Costs only gold and has the “Pillage” ability.
  • Elven Mechanism: New unit for the Elven labor guild. A strong unit that requires the separate research “Mechanisms.” Has the ability “Mechanical” - (Leshy instead of transforming into a tree, deals random damage to the target). Logger and Shredder also get “Mechanical” ability.
Researches
  • Decaying Stench: Hobos gain the ability to decrease the armor of nearby enemy units by 2.
  • Pillage: Grants the looting ability to Lumberjacks, Mercenaries, and Woodsmen.
  • Marauding: Grants the looting ability to Urks, incensed Urks, Armoured urks, and Armoured red-hots.
  • Overload: Grants the ability for Shredder and Logger to increase damage by 40% of the base unit attack for 10 seconds. Can be toggled to autocast.
  • Alchemy: Items that bring gold to their owner when picked up become more efficient by 130/160/200%.
Developer comment: With this research, players will be able to feel much more confident in the late game and hire stronger units.
  • Each unit type upgrade now requires its own research technology. Additionally, players must upgrade units separately by choosing specific units for upgrade. Each upgrade costs its own amount of gold and lumber resources:
    • Black Armour for Armoured Ass / Armoured Junky
    • Specialists for Specialist
    • Elven Masters for Artisan
    • Woodsmen for Woodsman
    • Blackrock Armour for Armoured Urk / Red-Hot
Unit Upgrades
  • Lazy Ass/Junky => Armoured Ass/Junky: Gains hard armor type + 1 armor.
  • Navvies => Specialists: Stronger version of Navvies. Good units to compete with players who rush upgrades to the main lumber mill.
  • Pacifist => Artisans: Classic unit, now with different access.
  • Lumberjack => Woodsman: Classic unit, now with different access.
  • Urk/Incensed Urk => Armoured Urk/Armoured Red-Hot: Gains hard armor type and the ability “BlackRock Mountain” (Leshy instead of transforming into a tree, deals random damage to the target).
Weather
  • New weather condition - fog: reduces player units' sight radius.
  • Has a small chance to start each hour from 21:00 to 7:00.
  • Fog has two different types: light and heavy, affecting the unit sight radius differently.
  • Accompanied by haze and fog type graphics.
Graphics
  • Reworked floating text with the DefaultTextTag system, thanks to nazarpunk. Now it’s as native as possible. It is used in lumber bounty, looting, Leshy jokes, and gold item acquiring.
  • Renamed Puck to Leshy.
  • Updated models for Lazy Ass, Junky, Pacifist, Urk, Incensed Urk, Goblin wood mill, ent main tree, haunted gold mine, and entangled gold mine. Thanks to Ujimata Jojo.
  • Changed Junky icon.
  • Updated model for Navvies and fixed texture meshes for possessed ent.
  • Fixed Reaver Worker glow effect, objects left behind after death, and missing collision size in lumber Stand animation.
  • Fixed Logger model collision.
  • Due to missing repair animations for Shredder, Logger, and Clock Warrior, added new repair overhead effect for them, thanks to tillinghast.
  • Changed the model for the Golden Branch item and created a unique icon for it.
Balance
  • Fully reworked Keeper ability "Roots." It now only deals pure damage to the first five units. For each subsequent unit, there is a 50% chance to deal either pure damage or 3.3% damage from the unit's maximum health every second. Decreased the radius of the "Roots" ability. It now depends on the ability level, and damage per second was slightly decreased:
    • Level 1: 40 dmg/sec, 256 radius
    • Level 2: 180 dmg/sec, 512 radius
    • Level 3: 650 dmg/sec, 756 radius
Developer comment: The “Roots” ability should encourage players to recruit better quality units but should not cause mass genocide on the map. With these changes, we have tried to make roots less lethal to small units while maintaining the overall danger of the ability.
  • Added “Restoration Aura” for the main lumber mill. Increases health regeneration for ally units.
Developer comment: With this aura, players don't have to rely on luck from goblin supply crates to get an item to restore health; they can now slowly restore health to their units at the base.
  • Reworked spider spawn rate. It now depends on the player's Sawmill tier:
    • Tier 1: 7.5 seconds
    • Tier 2: 6 seconds
    • Tier 3: 5 seconds
    • Tier 4: 4.5 seconds; after 10 minutes, 4 seconds
Developer comment: With the changed spawn rate of spiders, players will have more options to confront them in the early stages but also face danger in the late game stage.
  • Slightly increased the minimum distance between players' starting Lumber Mills: 1280 => 1536.
  • Shredder gold cost increased: 4000 => 5000.
  • Goblin Wood Mill gold cost increased: 5500 => 7000.
  • Incensed Urk gold cost increased: 2300 => 3200.
  • Woodsman gold cost decreased: 600 => 400.
  • Urk base attack damage increased: 270 => 370.
  • Leshy armour decreased: 15 => 0/5/10, depending on the Ent tier.
  • Changed characteristics for the first-level Ent summon to make it a different unit from the worker Ent. It has +1 armour, +200 hit points, slightly increased model size, and increased lumber bounty compared to the base worker Ent.
  • Slightly increased lumber bounty from Ents.
  • Increased random gold limits in Haunted Gold Mines: lower limit 1500 => 1750, upper limit 3000 => 4000.
  • Increased repair lumber cost for buildings, Destroyer, and Urkish Truck. Repair cost ratio changed: 35% => 100%.

Bug fixes

  • Fixed dozens of leaks, especially location and unit group leaks.
  • Fixed bug where the Infernal did not go to the player's main lumber mill.
  • Fixed bug where the lightning dummy unit was controlled by player 14.
  • Fixed ent’s overreaction to spiders; now they are smarter and attack only if there are several spiders in the area, not just one.
  • Fixed ent’s inability to bring wood back when the pathway is blocked by trees, which caused an endless attempt to do it and severe lags. Changed collision size to 16.0 for ent workers.
  • Fixed issue where the Golden Branch item loses invulnerability in some cases
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 floating text displaying the amount of stolen resources.
  • Added "Pillage" ability to lumberjack and woodsman.
Graphics
  • Renamed professional lumberjack to woodsman.
  • Updated unit ents models.
  • Fixed underworld portal collision.
  • Renamed wind rider cage to wooden box.
  • Added links to the map web pages directly inside the map itself.
  • Added hints for gold, gold mines, and goblin zeppelin.
Balance
  • Increased bounty for destroying Abandoned Mines: 450 => 750 gold, and Underworld Portals: 1200 => 2000 gold.
  • Nerfed Weaver: attack decreased 105 => 85, hit points decreased 3650 => 2750.
  • Changed spider balance: now there is 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 Ents for smoother strengthening. Applies to both Ent buildings and Ent units.
  • Leshy now also becomes progressively stronger as Ents evolve.
  • The former Captain now smoothly becomes stronger as player Lumber Mills develop.
  • Sludge has been weakened: hit points decreased 4800 => 3800, attack decreased 130 => 110.
  • Mimic attack decreased 1000 => 500.
  • Bounty for destroying player Lumber Mills has been increased: Lumber Mill 1000 => 1500 gold, Elven or Advanced Lumber Mill 3000 => 4000 gold.
Bug fixes
  • Fixed the sound of underworld portal lightning; now it can be heard only by players standing nearby.
  • Fixed desync caused by Leshy, underworld portals, abilities of Keeper of the Grove, and goblin zeppelin.
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
War Mill (BETA), Hut (Gnoll), Alchemist and Derivatives, Treant and Derivatives, Peon and Derivatives, Worker (Elf) and Derivatives, Peasant and Derivatives, Militia and Derivatives, Villager (Male) and Derivatives, Grunt and Derivatives, Tree of Life and Derivatives, Gold Mine and Derivatives by Ujimasa Hojo
Saw Mill/War Mill, Surge, Armor Penetration / Stimulus, Heal, Athelas, by Vinz
Sawmill by Nilas Aran
Mines, Worker by Mike
Lumber Mill (Elf) by PurrsandMlems
SwampSlime by DREADMAN
HarvestCart by Oinkerwinkle
Goblin Bookworm by Freddyk
ClockWorrior by Rizz_Boomer
Goblin Captain by Klarnetist
Black Magic by Empyreal
Гном-лесоруб, Бугай-рабочий, Бандит-рабочий, Textures of Winter Ents, Entangled Gold Mine (Winter), Леший Textures (Fall and Winter) 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, Improved Golems 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
Lightnings Multiple by Tranquil
Blue Orc Pack, SpiderS by Grey Knight
WoodBig, WoodSmall by Ergius
Dwarven Miner, Ent Warrior, Ent Sailor, Air Elemental, Earth Basher, Coins, Abandoned Mines, Goblin Lumber Mill, and icons: weather debuffs, ADS, Earth Bash, tools upgrades, lumber harvesting upgrades, woodsmen upgrade, forest variations, quests, burning mill, demon portal, black and blackrock armor by Villagerino
WoodBash Icon by Golden-Drake
Nature Blessing by Vitchie08
Mechanism icon by NFWar
upgradeableskills icons by Praytic
FireBash icon by coconut
Fel Orc Peon icon by TheHuntress
Classic Corrupted Treants icons, Rpg Spells 1 icons by Roy Mustang
Reaver Worker by Korija2029
Page System by Uncle
AncientProtector (Fall Color) by Val_09
Repair by tillinghast
First Aid Effect by stan0033
DefaultTextTag by nazarpunk
InnerFireTarget by Storm_PCF
Glowing Wisps by 8512590215848
TreeofLifeFirstTarget by bazeba
Cut Wood trailer by Melithrae

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 1.4.1 (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...
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

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Melee Map Description Generator v1.3


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Description Guide - Maps
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Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


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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.


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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?
 
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.
 
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 :
 
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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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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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)
 
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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Hooray! After several months, we have finally released an update during this hot summer. I hope you are having a great time, and while you relax, know that the ents have become smarter, the map is prettier, handier, techier and slightly foggier. As promised, we have also released a trailer—I hope you enjoy it!

P.S. Fun fact: These lines and the update itself were released during a train trip on my way to vacation!
 
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new update is pretty cool
things I think the map needs:

-kick and/or votekick commands
-a timer so you can see how long you've been in the game
-a coop mode
-weaker spiders :') (maybe higher cooldown on weaver web?)
-perhaps a difficulty selection?

also, do AI spawns scale with player count? I've only ever played games with about 6-7 people and usually everyone gets fucked by AI before even thinking about fighting each other

EDIT: I've also desynced once and crashed once in the new version so far, not sure what's going on. I did find this in the war3log, probably not a reason for a crash though:
Code:
(war3mapimported\HeroSelector.fdf//437) Error, string /ReplayPanelStringTemplate already exists!
9/4 14:35:07.508  Error, frame "HeroSelectorButton" already encountered!
9/4 14:35:07.508  Error, frame "HeroSelectorTitle" already encountered!
9/4 14:35:07.508  Error, frame "HeroSelectorText" already encountered!
9/4 14:35:07.508  Error, frame "HeroSelectorTextArea" already encountered!
9/4 14:35:07.508  Error, frame "HeroSelectorTextBox" already encountered!
 
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new update is pretty cool
things I think the map needs:

-kick and/or votekick commands
-a timer so you can see how long you've been in the game
-a coop mode
-weaker spiders :') (maybe higher cooldown on weaver web?)
-perhaps a difficulty selection?

also, do AI spawns scale with player count? I've only ever played games with about 6-7 people and usually everyone gets fucked by AI before even thinking about fighting each other

EDIT: I've also desynced once and crashed once in the new version so far, not sure what's going on. I did find this in the war3log, probably not a reason for a crash though:
Code:
(war3mapimported\HeroSelector.fdf//437) Error, string /ReplayPanelStringTemplate already exists!
9/4 14:35:07.508  Error, frame "HeroSelectorButton" already encountered!
9/4 14:35:07.508  Error, frame "HeroSelectorTitle" already encountered!
9/4 14:35:07.508  Error, frame "HeroSelectorText" already encountered!
9/4 14:35:07.508  Error, frame "HeroSelectorTextArea" already encountered!
9/4 14:35:07.508  Error, frame "HeroSelectorTextBox" already encountered!
Thank you for reply.
At the moment, we understand that the main problem with low performance is related to the fact that in Warcraft 3, each tree creation causes a memory leak of about 2.0KB. Therefore, by the end of the game, due to the abundant growth of the forest, it becomes extremely difficult to play, and the chances of the game crashing or experiencing desync become very high! Additionally, pick every destructible also causes leaks.

We tried to eliminate the leaks by cleaning up local variables in the forest system, as well as converting the entire forest to global variables. However, this didn't help much; rather, it slowed down the process of map performance degradation.

To solve this problem, we are rewriting the entire game in Lua and, I dare say, have managed to find a solution to create, for the first time within Warcraft 3 mapmaking, a 🌲 Wood Recycle System 🌲 that does not cause leaks at all, creates custom grid of pathways and it works like a normal forest!

Preliminary tests show that whereas previously the load growth was constant, it is now a straight line without any leaks.

We have already completely developed the WRS and will publish it separately on Hive Workshop in the Systems/Spells section.

The Lua port itself is 60% complete; we still need to finish demons, spiders, ents, and golems, as well as create a custom system for pick every destructible to avoid leaks from the native function.

Unfortunately, it turns out that many things in Warcraft 3 can leak! :)

P.S. I attach graphs to demonstrate performance, before/after
 

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3 more things that I wanted to post earlier but didn't want to keep editing the post for:

-I feel like the unit-specific upgrades for lazy ass/junkys cost too much to be worth it
-There's some sort of bug with the unit-specific upgrades that's adding them to players' unit selections when it shouldn't be. Like I'll have my main building selected and then randomly get another player's units added to my selection for some reason.
-Possessed Tomes are able to level an entire base, even against urks/incensed urks. Pls for the love of god nerf these.
 
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3 more things that I wanted to post earlier but didn't want to keep editing the post for:

-I feel like the unit-specific upgrades for lazy ass/junkys cost too much to be worth it
-There's some sort of bug with the unit-specific upgrades that's adding them to players' unit selections when it shouldn't be. Like I'll have my main building selected and then randomly get another player's units added to my selection for some reason.
-Possessed Tomes are able to level an entire base, even against urks/incensed urks. Pls for the love of god nerf these.

Could you please clarify whether you're referring to the research cost of technology in the sawmill or to individual unit upgrades?

Also, could you provide more details about the bug? Under what conditions does it occur? Does it happen when you upgrade units or when interacting with another player?

Regarding the book, the magic vault offers the highest rewards. Some items, such as the gold chest—which functions like a golden coin and grants 500 gold (or 1,000 gold with alchemy)—and magic immunity bracelets are very powerful. Therefore, there's also a chance to receive threats in the form of Possessed Tom, although this chance is very rare. I will review the balance, but to be honest, I try not to open magic vaults unless I have at least 2–3 top-tier units 😁

weaker spiders :') (maybe higher cooldown on weaver web?)

Regarding spiders and overall game balance, currently, spiders are upgraded by whoever first upgrades the sawmill. Therefore, there is indeed some imbalance.

For example, you might engage in battles with other players in the center of the map while someone on the edge is calmly developing and upgrading their sawmill. As a result, you could encounter a weaver when you are weakened or underdeveloped, making the game significantly more challenging.

To prevent such scenarios, we will implement a system that takes into account the real-time number of players in the game. For instance, if there are more than seven players, advancing to the next spider tier will require two players to have upgraded their sawmills.

These measures should improve the game's balance and enhance the overall gameplay experience.
 
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Could you please clarify whether you're referring to the research cost of technology in the sawmill or to individual unit upgrades?
Kinda both actually, I feel like they should be in line with the lumberjack upgrades for those units and just cost wood and no gold

Also, could you provide more details about the bug? Under what conditions does it occur? Does it happen when you upgrade units or when interacting with another player?
It seems to be just if someone does one of the individual unit upgrades while that unit is visible to me.
Regarding the book, the magic vault offers the highest rewards. Some items, such as the gold chest—which functions like a golden coin and grants 500 gold (or 1,000 gold with alchemy)—and magic immunity bracelets are very powerful. Therefore, there's also a chance to receive threats in the form of Possessed Tom, although this chance is very rare. I will review the balance, but to be honest, I try not to open magic vaults unless I have at least 2–3 top-tier units 😁
tbf we are all still learning the map so it is possible that it isn't too op and I'm just making bad decisions, but at the same time it does feel terrible to be immediately hit with a fireball and chain lightning combo that immediately takes out a unit that costs 750g/620k lumber or whatever

As a little aside, I did manage to do a game where I killed the treant AI base and got like 10 incensed urks at once, but wood collection kinda plateaus at that point so I wasn't able to keep up with the various AI things that were coming to kill all of my workers. Do with that info what you will idk.
 
where version 1.3 I need to be angry again
Still in development. We have completed demons, spiders, and golems, but now we are stuck with timers. Unfortunately, they are also leaking, and it's crucial for our ent harvesting system. I think we have completed 80% of the work. Have a little sneak peek for your patience :)
 

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Can you add 10vs10 team mode or ally commands?
Yes, I am thinking about this.

Yesterday I talked with Cut Wood fans on Discord, and many players asked for alliances, more match customization and new game modes. In the future, I plan to add more modes together with seasons and the quest system.

Team modes or ally commands are possible, but I want to add them carefully so they do not break the balance of the map and the core gameplay.
 
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