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Foggy Forest
Needed a forest map for an interaction but the Nature map was too cramped and uneven to use.
Comes with a movable branch and stump prop.
Works best on Blank and Void maps.
Let me know of any problems!
Updated 2025-04-09:
Massive overhaul from original map. Added rocks, basic foliage, topography, and a path. Now all trees and rocks are separate parts and exposed for individual customization in interactions.
Also added a fallen tree on list of exposed parts.
Updated 2025-04-09:
Scaled everything down by 20% and stump prop by about 40%. Now small characters should fit better while still giving larger characters plenty of headroom.
Updated 2025-04-10:
(USE NEWEST VERSION)
Added collision to rocks and stump. (Softbody should be stable on this map.)
Updated 2025-04-10:
(USE NEWEST VERSION)
Everything now has collision. (Softbody may act weird on this version! Go to previous version if softbody is a must!)
Updated 2025-05-01:
-Parented all parts to "Floor." (Props and pieces will move with "Floor.")
-Changed all parts to "exposed." Scene can now be fully customized!
-Fixed/Improved tree and trunk models. Collision should be accurate and cause minimal softbody deformation.
Previous versions






Wow nice ^^_
Awesome, might use.
I think I personally would make
Terrain
Movable Trees+Bushes/Other
Mostly just giving myself notes here ;)
@Craket
Actually some really good ideas, not sure why I didn't think of that.
I could definitely try to add those but poly-count was the limiting factor. Adding movable trees could be easy but I'm not sure how the part count works so I just made it all one object.
@Cynical_Cynoid
You can make any static objects instanced, that way you can have many many of the same static but movable object.
Simple but interesting idea! I really like the atmosphere of the misty woods. Really nice job!
Just as Craket said, object instance would be better way to do the trees. You could have just one tree or a group and then duplicate them as instances all over the place. Since they are just a movable copies, they take less poly count!
But if you are open for suggestions, i may have some. Little hills or mounds would break up the terrain and make it more natural. If you make those mounds round you could use collision ball with them.
Otherwise small details like path or road and maybe some rocks or a campsite could really interesting!
@Craket
Yep, copying as instances dropped the tri and part count WAAY down.
Thanks!
@Static_snowflake
Glad you explained how instances save space! I wasn't sure what the differences were.
Also happy to receive examples of terrain features that I should add. Wasn't sure how I should change terrain other than adding some mounds.
Legit awesome update!!!
Thanks for the scaling down! Most of the time that seems to be the hardest thing to get right. But now it is much more manageable!
I may have had more ideas but I don´t want to bother you too much
@Static_snowflake
I'm always open for suggestions! I really enjoyed creating this map and plan to make more. The suggestion to make a campsite was an excellent one but I would make that its own map as I wanted a forest in the middle of nowhere.
@Cynical_Cynoid
I did have an idea for a small pond or something like that but I think it has the same problem as the campsite. Maybe its better keep the misty woods as is and not cram it with too many details.
One big change I ask is, to be able to move the entire stage/Ground/Fog whatever.
We can move everything except the actual stage.
@Craket
I will do that for you, but I would like to ask why? I didn't see a reason why anyone would need to do that...
@Cynical_Cynoid
I will do that for you, but I would like to ask why? I didn't see a reason why anyone would need to do that...
To use in other levels lighting. Such as Nature, RLD etc.
Or to use the terrain for Nature in a funky way.
Regardless, I think you will want people to move the entire stage for any stage that you make for the reasons I provided.
Thanks for the change!