Ghoul's Forest 2
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Ghoul's Forest 2
| Author | GrandmasterJ and Dunkelschwamm |
| Date of release | October 31st 2025 |
| .bsp filename | ghouls_forest2.bsp |
Description
Spend the night in a spooky forest and deal with various ghouls. Face strange, horrible monsters and maybe get a little scared in the process.
A sequel to the first Ghoul's Forest. Heavily inspired by the Ghoul's Forest series of Doom mods.
Additional info
We were supposed to get a head start on this one and ended up rushing it in a few days.
Additional credits
Map layout, forest, and triggers made by GrandmasterJ
Map landmarks and enemies by Dunkelschwamm
Model, sound, and texture rips from the VG Resource, including assets from Blood and Silent Hill 2, among others.
Changelog
N/A
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Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
page revision: 8, last edited: 31 Oct 2025 09:51




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This is a very different stab at the Ghoul's Forest idea that I personally think will play better to Sven Co-op's strengths than last year's map did. We listened to feedback, tried to plan ahead, and got very busy and rushed things again.
The feedback we took from last year particularly to heart was:
-Needs clearer direction/idea of how to progress
-Ammo was too scarce for the bullet-sponge monsters
-Too easy to get lost/lose the monster in a very large and dark map, creating lulls in gameplay
-Needed more variety in gameplay
This is a bit more of a standard horde map this time around. Principle changes include:
-Instead of a big, detailed map where it's easy to get lost, the map is much smaller and broken up by simple, less obstructive landmarks. Ghouls can still get lost in the map momentarily, but only long enough to creep back up on a player.
-We decided that if we're going to give monsters large, invisible pools of health while giving the players slow weapons, we might as well litter the map with ammo. Players should find ammo far more plentiful than the previous iteration as long as they're looking for it.
-Instead of fighting a single monster at a time, the players fight waves. In part because we rushed things, the player only needs to kill the boss Ghoul to proceed. I kinda like how this turned out because players can rush to the next wave, combining ghouls from one wave to the next and causing a more intense situation. Interested in feedback on this approach.
-I drop an extra jump-scare enemy in with each wave— as as treat. They're optional to kill, but like the approach mentioned above, will build up devastatingly if players ignore them too long.
-By including a bunch of weaker enemies, there's a way for players to diversify their damage output focus and get short term gains opposed to only picking away at the giant to make forward progress to the end goal. The giant also becomes particularly impotent once its entourage is completely peeled away, so players who take the time to rid the map of its minions will be rewarded by dominating the objective.
Big ups to tamagone, Chimz, and darkfvtvre here at SCMapDB and King David, hype-vhs, and WishesForFishes over at KO for everybody's constructive criticism (if you offered criticism and I left you out, it's just because I'm spacing out- I appreciate all the feedback we got). Hope to hear more from all of you, and I hope to have another map next year.
Stay spooky!