The Forest versus City map debate is central to Lurking Giants strategy because the map vote during intermission determines which environment you will face each round. These two maps create fundamentally different gameplay experiences: Forest rewards stealth, bush navigation, and horizontal relocation, while City rewards tunnel knowledge, vertical movement, and building awareness. Understanding the key differences between these maps helps you vote strategically, adapt your playstyle, and maximize your survival or Giant effectiveness regardless of which map wins the vote.
This comprehensive comparison covers every aspect of Forest and City — from terrain layout and shelter types to Giant performance, coin earning, and beginner friendliness. Whether you are a survivor deciding which map offers better survival odds or a Giant player choosing which map maximizes your kill rate, this guide gives you the data to make informed decisions.
Map Comparison Overview
| Feature | Forest | City | Winner for Survivors |
|---|---|---|---|
| Terrain type | Open, flat | Vertical, building-dense | Forest (simpler) |
| Primary shelter | Bushes + caves | Tunnels + buildings | City (harder shelters) |
| Shelter count | Many bushes, 4–5 caves | Extensive tunnels, many buildings | City (more options) |
| Giant Locust performance | A- tier | C+ tier | Forest (balanced Giants) |
| Giant Guilt performance | A tier | S+ tier | Forest (less Guilt advantage) |
| Survivor difficulty | 5/10 (moderate) | 8/10 (hard) | Forest (easier) |
| Skill ceiling | Lower | Higher | City (more depth) |
| Learning curve | Beginner-friendly | Steep | Forest (easier to learn) |
| Tunnel network | None | Extensive underground | City (more escape routes) |
| Vertical movement | Minimal | Stairwells + rooftops | City (more options) |
Bottom line: Forest is easier for survivors and better-balanced between Giants. City is harder for survivors but offers more strategic depth and higher kill potential for skilled Giant players.
Shelter Comparison — Forest vs City
The shelter types available on each map create entirely different survival strategies. Forest relies on visual concealment (bushes) and natural hard shelters (caves), while City relies on physical barriers (building walls vs Locust) and underground protection (tunnels vs Guilt).
Forest Shelters
| Shelter Type | Quantity | Protection Level | Pulse Survival | Relocation Ease |
|---|---|---|---|---|
| Dense bushes | Abundant | Visual only | Poor | High (many nearby) |
| Caves | 4–5 locations | Physical enclosure | Good | Moderate (limited exits) |
| Geyser Field edge | Few | None | Very Poor | Low (exposed area) |
City Shelters
| Shelter Type | Quantity | Protection Level | Pulse Survival | Relocation Ease |
|---|---|---|---|---|
| Building interiors | Many | Physical walls (vs Locust) | Moderate | High (many rooms) |
| Underground tunnels | Extensive network | Thick ceiling (vs Guilt) | Good | Moderate (branch options) |
| Rooftops | Multiple | Vertical separation (vs Locust) | Moderate | Moderate (building jumps) |
| Billboard blind spots | Several | Visual + vertical | Moderate | Low (limited positions) |
| Stairwell landings | Many | Vertical separation | Poor | Low (stair gap danger) |
Key difference: City has more shelter types with different effectiveness against each Giant, while Forest has fewer shelter types that work similarly against both Giants. City rewards Giant-type awareness — knowing whether to use buildings (vs Locust) or tunnels (vs Guilt). Forest rewards constant relocation since no shelter type offers significant advantage against one Giant over the other.
Giant Performance Comparison
The map you play on dramatically affects Giant performance. The same Giant can be two full tier levels different depending on the map:
| Giant | Forest Tier | City Tier | Difference | Reason |
|---|---|---|---|---|
| Locust | A- | C+ | 2.5 tiers | Open terrain favors chase, buildings block Haunt |
| Guilt | A | S+ | 1 tier | Large Haunt radius on Forest, wall-penetration dominates City |
Locust disparity explanation: Locust's performance swings more than Guilt's because its line-of-sight Haunt is either effective (Forest, no obstacles) or nearly useless (City, walls everywhere). Guilt's wall-penetrating Haunt works on both maps but reaches maximum lethality on City where walls are everywhere.
Kill Rate Comparison by Map
| Giant + Map | Average Kills (Skilled) | Average Kills (Beginner) | Coin Earning |
|---|---|---|---|
| Locust + Forest | 5–6 | 2–3 | 150–175 |
| Locust + City | 3–4 | 1–2 | 100–125 |
| Guilt + Forest | 5–6 | 2–3 | 150–200 |
| Guilt + City | 6–8 | 3–5 | 200–300 |
Strategic implication: Guilt on City is the highest coin-earning combination in the game. If you are farming coins for future purchases, getting selected as Guilt on City is the optimal scenario. Conversely, Locust on City is the worst Giant scenario, earning roughly half as many coins as Guilt on the same map.
Survivor Survival Rate Comparison
Survival rates differ between maps and are significantly affected by which Giant is hunting. These estimates are based on community observations and should be treated as approximations:
| Scenario | Estimated Survival Rate | Average Elimination Time |
|---|---|---|
| Forest + Locust | 45–55% | 3:30 AM |
| Forest + Guilt | 35–45% | 2:45 AM |
| City + Locust | 40–50% | 3:00 AM |
| City + Guilt | 25–35% | 2:15 AM |
Hardest scenario: City + Guilt is the deadliest combination in Lurking Giants, with only 25–35% of survivors reaching sunrise. This is why City map votes are so impactful — a Guilt-owning Giant player on City has an overwhelming advantage. The only counter is tunnel knowledge and rapid post-pulse relocation.
Easiest scenario: Forest + Locust is the easiest for survivors, with nearly half surviving each round. The open terrain and balanced Giant performance give survivors the best odds. If you are a survivor main, always vote Forest during intermission.
Map Voting Strategy
| Your Role | Giant Owned | Vote | Reason |
|---|---|---|---|
| Survivor main | Any | Forest | Higher survival rate |
| Giant main | Guilt | City | S+ performance on City |
| Giant main | Locust only | Forest | A- performance on Forest |
| Mixed player | Guilt | City | Giant advantage outweighs survivor risk |
| Beginner | Locust only | Forest | Simpler layout, easier survival |
Critical voting insight: Never vote randomly. The map vote determines whether your Giant performs at S-tier or C-tier, and whether your survival odds are 50% or 30%. The 2x Voting Power game pass (150 Robux) can help secure your preferred map, but even without it, you should always vote with intent.
Skill Requirements Comparison
| Skill | Forest Importance | City Importance | Difference Reason |
|---|---|---|---|
| Relocation timing | Critical | Critical | Both maps require post-pulse movement |
| Map layout knowledge | Moderate | Very High | City is complex, Forest is simple |
| Tunnel navigation | N/A | Very High | Tunnels are primary City shelter |
| Vertical movement | Low | High | City requires stairwell/rooftop skills |
| Audio cue recognition | Moderate | High | City requires Giant-type identification |
| Chase evasion | High | Moderate | Forest has more open chases |
| Group coordination | Moderate | High | City benefits from coordinated tunnel use |
Learning Path Recommendation
For players new to Lurking Giants, the recommended learning path starts on Forest before progressing to City:
-
Phase 1 (0–10 hours): Play Forest exclusively. Learn basic survival mechanics, visibility pulse timing, and bush-to-cave relocation. Forest's simpler layout lets you focus on core skills without navigation complexity.
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Phase 2 (10–30 hours): Start voting City intermittently. Learn the tunnel layout, building interiors, and rooftop connections. Expect to be eliminated quickly at first — City survival requires map knowledge that only comes with practice.
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Phase 3 (30+ hours): Play both maps confidently. Adapt your shelter strategy based on Giant type (buildings vs Locust, tunnels vs Guilt). This is where Lurking Giants becomes most rewarding — strategic adaptation based on map and Giant.
Map-Specific Economy Differences
Your coin earning rate varies significantly between Forest and City maps because survival rates differ. Since survivors earn roughly 100-200 coins per survived round and eliminated survivors earn nothing, your map choice directly impacts your economy:
| Metric | Forest Map | City Map (vs Locust) | City Map (vs Guilt) |
|---|---|---|---|
| Average survival rate | 45-55% | 40-50% | 25-35% |
| Coins per round (avg) | 70-110 | 60-100 | 35-70 |
| Coins per hour (8 rounds) | 560-880 | 480-800 | 280-560 |
| Hours to 7,000 coins | 8-12.5 | 8.75-14.6 | 12.5-25 |
Economic insight: If you are grinding for Guilt (7,000 coins), always vote Forest. The higher survival rate on Forest translates directly into faster coin accumulation. Voting City when Guilt is the common Giant costs you approximately 30-50% of your potential coin income. This economic difference is substantial over the 35-70 rounds needed to accumulate 7,000 coins.
The "Coin Grinding vs Challenge" Tradeoff
Players face a constant tradeoff between maximizing coin income (Forest) and developing advanced skills (City):
| Priority | Recommended Map | Reasoning |
|---|---|---|
| Fastest Guilt unlock | Forest exclusively | Maximum coins per hour |
| Skill development | City against Locust | Challenging but survivable |
| Maximum challenge | City against Guilt | Very difficult, best learning |
| Balanced approach | Vote Forest 70%, City 30% | Economy focus with skill variety |
Frequently Asked Questions
Which map should I vote for as a survivor? Forest offers better survival odds (45–55% vs 25–35% on City against Guilt). If you are a survivor main, always vote Forest. If you enjoy the challenge and strategic depth of City, vote City but expect harder rounds.
Why is City harder than Forest? City is harder because Guilt's wall-penetrating Haunt reaches through buildings, reducing the effectiveness of interior hiding spots. The only reliable counter is the tunnel network, which requires specific map knowledge. Forest's open terrain means both Giants perform similarly, and bushes/caves provide adequate shelter without requiring specialized knowledge.
Can I survive on City without knowing the tunnels? It is very difficult against Guilt. Without tunnel knowledge, your survival rate against a skilled Guilt player on City drops below 15%. Spend time in casual rounds learning the tunnel network before attempting competitive City survival.
Does the map change between rounds? Yes. A new map vote occurs during every intermission period. This means you may play Forest one round and City the next, requiring you to immediately adapt your strategy. Flexibility and map-switching skills are important for competitive players.
Will the VERITY rework add a new map? Not confirmed. The community has requested a Backrooms-themed map, but ULTRA works has only announced reworks to existing maps alongside the new Giants, survivor perks, and VR/controller support. Monitor the Discord at https://discord.gg/ultraworks for any map announcements.
Common Mistakes When Switching Maps
Many players struggle when switching between Forest and City between rounds. Here are the most common mistakes and how to avoid them:
| Mistake | Why It Happens | Correct Adjustment |
|---|---|---|
| Using buildings against Guilt on City | Carried Forest "any shelter works" mentality | Switch to tunnels on City against Guilt |
| Looking for bushes on City | Forest muscle memory | City has no bushes — use buildings/tunnels |
| Ignoring vertical movement on City | Forest is flat, no vertical options needed | City requires stairwell/rooftop awareness |
| Standing still on Forest open ground | City building-hiding habit | On Forest, keep moving between shelters |
| Using same shelter type on City | Forest has uniform shelter effectiveness | City requires Giant-type-dependent shelter choice |
Map switching practice: If you frequently switch between maps, spend time in custom exploration mode (if available) or casual rounds on both maps to internalize the different shelter strategies. Your brain needs to switch from "horizontal + uniform" thinking (Forest) to "vertical + Giant-dependent" thinking (City) whenever the map changes.