You start in an empty reception area. Explore the rooms carefully, you never know what you might find.
As you progress you become a little disorientated, but don’t worry, it will pass.
The question is would you prefer to stay that way when you find out what awaits you?
PlanetPhillip Download Servers
- Title: Torment
- File Name: hl2-ep2-sp-torment.7z
- Size : 1.29Mb
- Author: sndexter6
- Date Released: 27 November 2009
PlanetPhillip Download Servers
Linking directly to the PlanetPhillip, Modsite and GamesModding Direct Downloads will not work, please link to this page. Thank you.
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Installation Instructions
- Copy Torment.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map Torment.
- Press enter/return or click the Submit button.
- Play and Enjoy.
Please see the How To… section if you need help installing and launching maps and mods.
Play this map BEFORE you check the screenshots.
Screenshots
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots may contain spoilers.
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29 November 2009 at 12:22 pm
I don’t like scary maps but the inventiveness and execution of this map had me smiling like a cat in a fish factory. If I had eaten this week and was wearing pants I would have pooped them. It’s definitely scary but it was fun to play too.
Visuals
The corridors even look scary and that’s a pretty cool thing to do. There was some variety but that’s not too important in this map, because you are just worried about what will happen next. All the action takes place indoors, so I never had any framrate issues etc.
Gameplay
Just follow your nose. There are some encounters and you only have one weapon whcih you can use only once, the rest is run and hide kinda stuff.
Layout and Design
The layout is varied enough to keep you thinking and some elements are just great – I don’t want to say too much incase you are reading this before playing it.
Summary
Apparently this is a first map, which if it’s true is fantastic. Maybe it’s just the first released map, either way I lvoed it. The author MUST keep making maps because he/she clearly has talent, both in map making and crating scary situations. Well done, Sir.
Keep toilet paper close by.
29 November 2009 at 3:15 pm
Strange but original, and very scary
29 November 2009 at 3:38 pm
No recommendation image because none seem quite right.
Startling for sure but I didn’t think it was scary.
A very interesting and clever curiosity that must be played.
29 November 2009 at 5:08 pm
hahahaha “keep toilet paper close by” good one hahaha
29 November 2009 at 7:45 pm
Mainly some cheap shock thrill, the setting is not pretty enough to immerse me…which is how horror should work. Still, a release is a release.
29 November 2009 at 8:28 pm
Definitely think twice. As much as I love horror and scary things, I hate cheap scares. This map is only about cheap scares and also it’s not good looking. If this is a first map, I can understand, but otherwise map is empty and meaningless. You can’t guess where you are, what are you doing, what is happening etc.
Only think I like is use of sounds. I felt really disturbed sometimes.
Mapper should make more maps but this time with some detailed environments and a story, even if it’s a very simple one.
30 November 2009 at 3:42 am
Definitely an amusing map. I’d call it somewhat psychologically intimidating rather than scary, since I can’t legitimately say that I was scared at any point in the map. There were some good parts, mainly towards the end with the strange tilting of the screen -something I’ve never seen before- and the abstract geometry. I normally would consider invisible zombies bad, but I could see them enough to dodge them, which is alright for me.
I would give this map a better rating if it weren’t for some reasons:
The swiveling wall with the red light behind it. This was completely out of place and did not make any sense. You can say that this mod is not supposed to make sense, but this absolutely did not fit in.
Various technical issues. Many models weren’t aligned to the walls correctly and there was at least one hole in the map that you could see the void through, which is something that all mappers should avoid.
Plus, the level design itself could have been more detailed, though I understand this is the mapper’s first released map.
30 November 2009 at 4:34 am
Seriously? Hall of Fame? You gotta be kidding me.
This is nothing more than a first map, but also a map that on my opinion, shouldn’t even be released to the “public”. Just my opinion. It has some good points and ideas, but It’s not good, the mapping is terrible, there are various leaks that I could see easily. There’s only cheap scares, nothing really hard other than screaming shit and flicking lights and switching camera angle and environment. What really makes a good horror map, is the atmosphere, that’s what really matters. Focus on that first, other than crappy stalker screams.
I’am Dissapoint.
30 November 2009 at 6:44 am
Wow, I guess anything passes for “Hall of Fame” these days. Might as well quit spending months and years on those mods, folks!
This is another example of why having a very narrow gaming perspective is a bad thing when it comes to reviewing mods. Inventiveness? The “scares” pulled in this mod are just cheap gimmicks we’ve seen a thousand times before in other games! Heck, if you’ve used YouTube for any length of time, you’ve probably stumbled on some bait-and-switch videos that use the same unexpected scream heard here. Scary looking corridors? Atmosphere? Really? It’s just a boring, dull box level! Doors are randomly strewn about, the level makes no effort to resemble any kind of plausible location, and like most one-trick-ponies, the cheap scares wear off quickly. They are startling at first, but not scary. Ultimately, it becomes predictable. You know that with every door and twist and turn, there’s going to be something there.
Creating real fear is an art. It relies, in part, on what’s NOT there versus what is. One of my favorite examples concerns a moment in F.E.A.R. where the player is running through the sewage plant. You begin following this specter around. It moves so fast that you can’t quite get a fix on what it is. At one point, you see the specter leap into a puddle of water and vanish. We’re forced to hike through the water, so off we go, carefully wading through it on alert with guns and flashlights drawn. And we get to the other side without incident.
Well now that’s creepy, because the game messed with our expectations. We expected that the specter would attack us in the water. We thought we know where it was. It turns out that both hunches were wrong and worse still, we now have no idea where this thing is. The important thing this story illustrates is that it’s often not what’s there that scares us – it’s what’s NOT. Fear is ultimately about defying expectations. It’s about getting the player into a groove, lulling them into a false sense of security, and then suddenly twisting their expectations.
Anyhow, back to this mod, the architecture itself is sloppy and is typical of most first mods. I have no idea where I am or why I’m compelled to run down these hallways like a rat searching for cheese. The mod is oddly silent for the most part, except for the occasional scream. We’ve certainly seen how much of a role audio must play in creating a creepy atmosphere in other mods and games, so the silence is a cop-out. The camera tilting at a Dutch angle was novel, but extremely disorienting and almost vomit-worthy. I don’t get motion sick easily, but this effect was overdone.
Another thing I didn’t care for was that you didn’t have the HEV suit. You were forced to walk through the whole level at a monotonous pace and likewise had no flashlight. Reminds me of a takeaway from Resident Evil – crippling the controls does not create fear, it just make things frustrating!
Bottom line, there’s nothing special going on here and the mod probably isn’t worth your time. It’s a typical mod for a first-time mapper, but let’s see if the designer can move beyond kindergarten scares and build some real horror in their next piece.
30 November 2009 at 5:34 pm
This mod was fun
01 December 2009 at 12:03 am
Hi! Map author here. Thank you for putting my map on your site and I appreciate all the comments both good and bad.
I’ll totally accept some of the criticisms and stuff. There could have been more detail and there were some technical problems with the props and architecture but I personally didn’t hink they were that important and I started this way back at the beginning of summer so I just wanted to release it.
I would like to defend my map on a few points though. I will admit that I used shock scares but I definitely didn’t depend on them. The map had other things as well. About a fourth of the map (screenshot 17-26) didn’t even have a single enemy or boo moment. A lot of it I just focused on being weird and surreal and doing cool effects.
As far as the sound, the comment about the silence being a cop out really made no sense. I definitely had a lot of sound. There was a soundscape for a while and a new ambient_generic about every two feet. But even if the map had been entirely without sound that still wouldn’t make it a cop out. Silence is often a deliberate choice and a tool that can be used to greater effect than the most expensively produced sound. The most suspenseful parts of a movie or game are often the quietest.
Generally though, I think this map was polarizing because I wasn’t going for a classical horror at all. It’s meant to be scary, but in a fun way. I went for “halloween theme park scary” as opposed to “there’s a killer in your closet” scary. I wanted to do things that were cool more than I wanted to make someone have nightmares. Thats the thing I don’t like about horror in general. Some people only consider it to be good horror if they don’t enjoy it. This is why someone who typically doesn’t like horror might like my map.
So yeah. Thanks again for all the feedback! I’ve been reading reviews and downloading maps here for a while so it’s awesome to actually have one featured. Be on the look out for future stuff from me. I have plenty more ideas.
01 December 2009 at 6:19 am
Hey, I just wanted to say thanks for stopping by and commenting on your mod. I apologize for flying off the handle on my review up there. It was kind of a knee-jerk reaction about the HOF system and I didn’t mean to come across as being so nasty about your mod. I wish you the best in your future work.
01 December 2009 at 1:42 am
I can appreciate the work and imagination that went into this map, but I gotsta have my weapons. This was no fun for me ’till I started cheating. I started with a crowbar, but I was blowin’ stuff up big time with the RPG by the time I came to the “Exit”. Can’t wait for the next map, hopefully with a pistol or two in it.
03 December 2009 at 4:20 am
Not best I’ve played, not the worst.
04 December 2009 at 3:49 am
Definitely a unique mod which deserves some recognition from that aspect. The crazy camera angle/gravity malfunction was a cool experience, but I was glad when it ended. The 120-decibel scream at a couple of places was more annoying than scary and seemed to cheapen the mod. There were a few good atmospheric scares. Likes and dislikes were about even.
06 December 2009 at 5:18 pm
Very different style.I really liked it.Nice to get away from the norm for a change
04 January 2010 at 9:24 am
Truly terrifying, with a decent amount of jump-scares; but the author is also able to construct an atmosphere of dread and fear.
Creative, flickering lights keeps you on your toes, but I could have done without the repetitive, ’shock’ sounds.
Worth a play-through, as there are some interesting ideas at work here and will turn your expectations upside-down [in more ways than one].
24 January 2010 at 8:08 pm
[This comment has been removed because it broke the comment guidelines.]
08 February 2010 at 3:18 am
Interesting if you’re a kid and think that this sort of thing is “scary”. One room reminded me of the surrealism of Pieces Like Us by that Japanese fellow. This was the only facet that interrupted the tedium of the rest of it.