That being said, this is your average "Sherwood Forest" map with some changes, mainly economically and pathfinding. I'll explain below:
One difference is that the trees are more separate from each other, meaning there's more space to maneuver. Scouting should be relatively easy, as you start with a Scout as in every map.
Sheep? No chance. The wolves have killed most of them all. You'll have to rely on deer and berries until you can build farms. Farming shouldn't be a problem, though, this being a forest map! There are deer (and boar) scattered around the forest, if you want to hunt them, just beware of the wolves.
It's a forest map, what do you think?
There is some gold near your base, but in order to get more, you'll have to go into the wild to mine more - there's plenty of it! That or you can trade or go relic hunting.
Little on this map. You'd be lucky to find a couple of rocks for yourself. This is a tradeoff, however, because there is already lots of gold in the map. That also means you'll have to buy most of your stone (ouch.).
Base building/walling: ***
Hmm, there is a small overgrowth problem around your base. You'd have to clear some space around. You should still be able to build small structures like barracks, though, and find large enough space for a university or castle.
It seems to handle itself pretty well (I've tested two players on Standard and Moderate)
Plenty! Numerous packs of wolves lurk in the brush, waiting for unsuspecting vills and soldiers to waltz in - If you're looking for a rush map, this is not your ideal choice!
Well, not much. There are some hills and ponds around the map, as well as some pretty cluttered trees, but that's it.
EDIT: I've made some small changes to OTM_Wildy, nothing really worth telling. Also, I've decided to delete WildyGrove because it wasn't working properly, nor did I find a way to fix it... Maybe i'll try to remake it in the future, and make sure it works this time.
I hope you enjoy this as much as I enjoyed making it!