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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29th November 2009
Half-Life 2: Ep2, Single Player Mods and Maps
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[...] Torment (HL2:Ep2) [...]

















































29th November 2009
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.
29th November 2009
Strange but original, and very scary
29th November 2009
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.
29th November 2009
hahahaha “keep toilet paper close by” good one hahaha
29th November 2009
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.
29th November 2009
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.
30th November 2009
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.
30th November 2009
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.
30th November 2009
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.
30th November 2009
This mod was fun
1st December 2009
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.
1st December 2009
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.
1st December 2009
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.
3rd December 2009
Not best I’ve played, not the worst.
4th December 2009
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.
6th December 2009
Very different style.I really liked it.Nice to get away from the norm for a change
4th January 2010
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].
24th January 2010
[This comment has been removed because it broke the comment guidelines.]
8th February 2010
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.
25th February 2010
Extreamly well done! It actually scared me.
13th March 2010
Well, you’ll just plain hate it or truly appreciate it for it’s original and innovative concept. Hard core fans will likely lose interest at the point where they realize that it’s completely unconventional. The rest of us will enjoy the opposite.
I thoroughly enjoyed the authors imaginative ideas and style all the way through. Since I’m all about originality, I recommend this map on that merit alone.
19th April 2010
Let me start this review off by stating this: Silence in horror is never truly silent by any means.
Often, there are tiny, minscule sounds that are heard, the soft whistle of wind, the occasional odd bird-call, the creak of steps, a bit of static in a house from a tv, the scrape of furniture being moved, the creak of pipes, the sound of a house settling, a creature scuttling across the floor, all create atmosphere.
Fear is derived from the unknown. That which you know little about, cannot see, lack the knowledge of, or the ability to kill, even if you do weild the means to kill it.
And by that last comment, I am referring to the antlion part in episode 2. By far, that entire sequence made me EXTREMELY paranoid throughout the rest of it, simply due to the fact that throughout the entire thing, I had a powerful, poisonus creature that was chasing me that I could not kill. I always kept turning around, thinking it was going to pop out at any second. That fear worsened when I ran into a dead-end, even if it never did appear that, it still didn’t help. And then came the chase sequence, where it was perpuatually in my face, and I had to constantly run and duck to avoid it, and finally race to a VERY samll hole before it got me. I had to quit at that point, and calm myself down, simply because while I had escaped for the time, it was still searching for me, and would not let up till I was dead. That, my friend is horror. To see something that powerful hunting you, and always hearing it hot on you steps, dogging you every point of the way, was terrifing. Heck, I thought at one point it was going to dig its way into my hiding spot. To say the least, I was very happy to kill it. And yes, that paranoia continued especially in that deserted factory. Everything seemed to come out of nowhere, scaring the ever-living daylights out of me.
Get a life got this down to a science, what with having creatures coming out of shadows, and having what you thought was a corpse come to life the second you approach it. And always having a freaking poisonous spider at nearly every hiding spot. That, coupled with the fact that I could bleed out from nearly EVERYTHING made me afraid of virtually every enemy. Even in broad daylight.
This, not so much. Maybe I’ve become immune to cheap scares, but throwing zombies, especially five in a hallway, with no ability to run, makes this immensely frustrating. It makes five fast zombies even more annoying than before. No, I wasn’t scared, just immensely annoyed at the those things ability to catch me now that I can’t run away. Now, I must walk away. THAT IS INCREASINGLY FRUSTRATING AND IN NO WAY MADE ME PARANOID.
Now, you say you used sounds, and yes, you did. However, they were of standard far, the occasional scream was virtually all I heard and the odd mumble from whoever the intangible fellow was supposed to be.
For a something better, try this: make it outdoors. Make it very foggy. Give us few weapons, all guns and limit the ammunition. No melee. Make us conserve our weapons. And use the antguard sounds, hunter sounds, and zombine sounds. Make us think something powerful is hunting us. Make us paranoid of even VENTURING into the shadows. Do what silent hill does best. Make us fear the unknown. Us man’s own natural curiousity against him.
You have a few ideas, but nothing extraordinary. It’s all been there, down that. Especially now, since this has all been done before. Want a good horror mod? Try Nightmare house Remake. Try SMOD: Outbreak. Heck, try Dangerous World. All those will give you a good scare.
Since it’s your first time, I’ll give it a 2/5. Good try, but definitely could have been better.
4th May 2010
I personally didn’t like this map, but that doesn’t mean others don’t/won’t.
I didn’t like it because I hate having to hop everywhere (because I don’t have the suit). I can understand why the author did it–to slow you down and deny the use of the flashlight. But that’s another thing I hate, not having the flashlight. Some areas were really too dark, like when I had to go back for a box to get into the vent, the box room was black.
The last thing is no weapons. Again, the author did that for a reason, but I still didn’t like it.
I’m curious what weapon you got at all Phillip, let alone getting to use it.
25th May 2010
some very good shocking moments, some very freaky rooms, I loved the hallway that gets smaller and smaller
but weak presentation, weak details, try & error principle and I hate that screaming sound
7th June 2010
The job is well done : It was supposed to be a scary map, and I was scared…
The concept of the shadowy and invisible enemies is great, the design is overall creepy as hell (I like these kind of treatment of “architectural madness…”, It seems running through a madman’s spirit), and the sounds were always surprising me, especially the long and strident howling…
The ending was pretty good, too, even if I would have wanted some explanations…
But overall, it’s a short and very good scary trip… I’ve never been so scared since F.E.A.R. and the Max Payne nightmares, nice work!!!