Map-Adventure Silent Hill 2 Adventure Map

Vagrant

Terrarian
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(Current Version: 2.1)

(Warning: This map may contain writings which deals with mature themes and is not suited for very young children. Players discretion is advised.)

James Sunderland has been mourning the death of his wife Mary for 3 years when one day, after one too many drink, he receives a letter in the same hand-writing as Mary, telling him to meet her at their "special place". For James, this special place can only be where he and Mary spent their last vacation together: Silent Hill.

Is she really alive, waiting there for James?

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Features
  • - Single player adventure which mostly uses Guns as primary weapon.
  • - Large, dark labyrinths and dungeons.
  • - It's dark everywhere, only your torch to light you up
  • - Story and setting inspired by Silent Hill 2
  • - 4 Difficulty Mode + Expert Mode variant.
  • - 4 Endings + 2 Extra Endings.
  • - NG+-only loot and endings
  • - When you finish the map, you can keep your character and escort someone in multiplayer.

Rules
  • - New Character Only. Dump your starting items.
  • - Keep your Copper Short-sword at the beginning. That's your "Pocket Knife".
  • - Do not craft Torches or Wooden Platforms.
  • - When you acquire the Pickaxe, do not pick any block unless a Sign tells you to.
  • - You can use any usable bed as a Checkpoint.
  • - Follow the Signs. They may contain hints as to what to do next.
  • - You are allowed to take your character into your own world and drop unwanted loot if you become over-encumbered.


Enjoy a restful and peaceful vacation....
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Click "Show Spoilers" to see the change log.

2.1
  • - Infinite Ammo bag in Apartment has been removed.
  • - Temple Key added to Dog chest in Rock Maple suite.
  • - NPC House: Arms dealer renamed Deputy Wheeler, empty sign now has something written on it like it was supposed to.
  • - Corrected some paint color errors here and there.
  • - Bloody Mess suite stairs swapped because Terraria and TEdit can't Team Stairs.
  • - Lucky Horse Shoe now has the "Warding" modifier.
  • - Dozens of spelling errors corrected.

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Hello Terrarians. Once upon a time, in the long-long ago, I posted this thread here, but for some reason, the entire forum got nuked, along with my whole account. Note that this thread/map is from precisely Dec 18, 2011 (says Google cache). This map was made long before 1.2. It enjoyed mild popularity with frequent Curse front page exposure. Even I have hard time believing it's been more than 5 years since I made this map. So, here's the full original post to keep the ball rolling and get my map out there for all the new forum dwellers.

1.2.1

After a very long absence, I'm back. Note that this is a small hotfix to fix the 1.2 axe problem. I plan to revisit my map and add more to it. I made this map back before 1.2 was released. We had 5 types of bricks and furniture made wood only. So, in the following weeks to come, I will do a "HD remake" my map and carefully revisit all building structures, decorations, traps, maze and enemy spawning devices.

  • - The Axe in the Hospital, as well as all signs mentioning it have been replaced with a Pickaxe. Update 1.2 changed the way placed wood could be chopped down.
  • - To counter change above, the last door of the Hospital now requires wires and a wrench, which is now buried in the park.
  • - Ropes have been added to the mine shafts after EoW battle.
  • - Moved a certain chest further back because it could be clicked through the wall.
  • - Slime King and EoW boss fight removed from Hotel. Despawning chances too high.
  • - Flamethrower removed.
  • - Megashark replaced with Uzi.
  • - Added some campfires/fireplaces here and there.
  • - Underground NPC complex expanded and properly housed.
  • - Ending Signs has been walled with a peace candle, harpies can't bother you while you read.
  • - Removed a handful of potions, mostly from the Hotel and Mine.
  • - Re-wrote/re-formatted some signs that contained too much character.
  • - Added some slopes here and there.
  • - Moved the Frost Legion out of the way for now (not deleted)
  • - Mining Helmet moved to nearby chest because you can't pick it up without a pickaxe.
  • - Some buildings have had their bricks swapped. A small taste of things to come for the remake.
I would also like to take the time to thank the following people:
- Relogic for making Terraria and still updating it even after 5 years.
- BinaryConstruct for keeping his map editing program "TEdit" up to date. Couldn't have done it without his program.
- jj200275 for pointing out the obvious Axe bug in the Hospital, which lead to this hotfix.
- thejaxter for helping me import the old 1.2 version into the modern 1.3.2.1 Terraria. I tried myself but my world corrupted every time.
- The Fans: Fans of Terraria and/or Silent Hill who even to this day still download this map. Thank you for playing. Also, all of you who made Let's Play videos and forum posts promoting this map in the past. This map would have been long forgotten if it weren't for you. Thank you. I hope my future updates will charm you all once more.
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1.2
  • - 4th Ending Added: Merry Christmas!
  • - Bullet Adjust: Cut out around 3000 bullets of each type.
  • - Weapon Adjust: Removed Flintlock Pistol, Removed Minishark, Removed Dark Lance, Removed Night's Edge, Debuffed Shotgun and Flamethrower, Buffed Musket, Added Breaker Blade. Pistol and Musket position changed.
  • - Aesthetics: Optimized Intro's dirt, stone and grass. Added more tree variations. Polished some background buildings. Polished some background walls here and there. Added some background windows in Hotel. Added some background Ads along the way to the Historical Society.
  • - Moved Pete's Bowl-o-Rama in between Heaven's Night and Brookhaven Hospital.
  • - Demon Torches added to all Boss Rooms.
  • - The Guide is now starring as Eddy Dumbrowski...
  • - Mandatory Typo Fix like every update
  • - King Slime is now in the boss rosters.
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1.1
  • - Fixed "Hell" that could not be finished due to World Border Limit.
  • - Fixed some typos... again.
  • - Fixed the EoW room's wood platforms to be more user-friendly.
  • - New Difficulty Added: Very Easy.
  • - Added a Colored Torch chest for Easy difficulty.
  • - Added Colored Torches at some places.
  • - Added some complementary Wire Switch rooms.
  • - Added a couple of new weapons, accessories and misc items from Terraria's 1.1 update.
  • - Pete's Bowl-o-Rama added.
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1.06
  • - Added a second door the Historical Society. Breaking down the wood patch canceled the Spawn point and sets it back to the beginning. Credit goes to Curse Forge user Rootbeerbottle for pointing this out.
  • - Added a bed before the Eater of World battle room.
  • - Moved the bed to the right after the Eater of World battle room. It could be clicked through the fence, which made the battle room skip-able by dying.
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1.05
  • - Changed the Wood Side Apartment's Red Brick to Green Brick. More enemy spawn.
  • - Added more mine shafts in the Wiltse Coal mine to make it more confusing.
  • - Some spots here and there needed to be patched with Walls.
  • - Added an hint after the first jump in the Prison.
  • - Added a note about the Eye of Cthulhu on the Evil Hospital's Roof.
  • - Fixed a bunch of typos in the signs.
  • - NEW DUNGEON: Evil Lake View Hotel.
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1.02
  • - Increased Wood Side/Blue Creek Apartment's roof size to force enemy spawn inside the buildings.
  • - Added a Bed checkpoint in the Historical Society and the Prison.
  • - Redesigned the docks. Added a lighthouse and a lighthouse keeper room.
  • - Added some wooden platforms in the "impossible" areas of the Wiltse Coal mine. You can still craft platforms and the Grappling Hooks stays.
  • - Added a chest to a "secret" location.
  • - Name in Terraria changed from "Silent Hill" to "Silent Hill 2 Adv. Map vX.XX".
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1.01
  • - Changed the position of the torch. It was too dark to see...
  • - Added the Grappling Hook. The Wiltse Coal Mine was too hard without it. It's still possible to complete the map without the Grappling Hook.
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1.00
  • - Map Done
 
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The was the first Terraria map I played, as well as the first one that I didn't give up on halfway through. It still remains as my favorite Terraria map. Thanks for making this.
By the way, when I first played this, there was a problem at the middle of the map where the player needed a pickaxe to progress but rather had a normal axe instead. I had to use another character and give myself a pickaxe. Has this been fixed yet?
Also, I don't remember obtaining the wrench or wire cutter. Did you update the map to fit the newer versions of Terraria? Thanks.
 
I know when I published it, I was able to finish it and had no problems with the pickaxe/axe thing.

I would need to replay it, it's been way too long.
 
The was the first Terraria map I played, as well as the first one that I didn't give up on halfway through. It still remains as my favorite Terraria map. Thanks for making this.
By the way, when I first played this, there was a problem at the middle of the map where the player needed a pickaxe to progress but rather had a normal axe instead. I had to use another character and give myself a pickaxe. Has this been fixed yet?
Also, I don't remember obtaining the wrench or wire cutter. Did you update the map to fit the newer versions of Terraria? Thanks.

I just finished replaying the whole thing... I understand now. When update 1.2 hit, it changed how placed wood could be picked. Before, you needed an axe but after 1.2 it changed to Pickaxe. There are also a handful a little problems here and there.

I just re-installed TEdit. Tomorrow, I'll be taking a look at the following issues:

- Axe in hospital is now invalid. It needs to be replaced with a Pickaxe.
- All Signs mentioning an Axe/Pickaxes need to be re-written: at Hospital, Historical Society and Prison.
- The Wrench is missing which makes some secret areas unavailable... I think the latest update killed the old Wrenches.
- Some Rope will be added to the shafts after the EoW fight because this isn't pre-1.2 anymore :).
- The chest behind the wall after digging your own grave can be accessed through the wall. (you need Wire to open)
- Both bosses from the Hotel will be removed. They used to spawn correctly. Not anymore. Both King Slime and EoW flee because of the bizarre terrain fluctuations.
- A handful of Signs have to be re-written as some of the bottom text is missing. Text box update from 1.2 killed some.
- Will add campfires/fireplaces in certain spots.
- Some platforms/terrain will use Slopes.
- I have to expand the underground NPC house and make sure them stay there. The party girl threw a party with someone while I played. lol
- If I can't find a way to make them stay, the Frost Legion ending might be removed.
- The area where the ending signs are will be walled with some peace candles.
- There's too much potions. >:)
 
What a fun adventure map, its very well made considering this was before 1.2

Thanks for taking that in consideration. This is why I'm still hard at work to deliver a new experience. A lot of ideas I had long ago had to be scraped due the lack of diversity. That's why I sort of abandoned the SH3 project; I was just re-using the same blocks and decorations all over again. Also, Skyrim happened and I stopped playing Terraria.

Seriously, wait till you try v2.0. I'm almost finished. A day or two at best.
 
L loved the map, best plot drive map l player so far.The art and the weapon balancing were impressive. But l was expecting more puzzle parts,but overall a great experiente.
 
L loved the map, best plot drive map l player so far.The art and the weapon balancing were impressive. But l was expecting more puzzle parts,but overall a great experiente.

Thank you. Yes, I agree, the puzzles weren't that fantastic. Flip a switch here, use a key there, use X accessory over here. And also, I'm pretty terrible with wiring and logic gates. But then again, this is Terraria, not Silent Hill. I mean c'mon, you can't use a piece of hair, knot it around a hook and use that to fish a key out of a hole. XD
 
Bump. Version 2.1 is now available. Check the spoiler part of the first post to see the changes.

I will also take the opportunity to use this post to give full details on how to unlock extra endings and items. Just collapse the spoilers below to check them out.

Have a good one.

~~ENDINGS~~
Good+ Ending (Leave): Finish the lava parkour after the Queen Bee boss fight.
Good Ending (Lost Paradise): Fail the lava parkour, then go back to the lava parkour area through the lobby and Queen Bee boss room.
Bad+ Ending (Abyss): When you reach the 9 red squares in the hotel lobby, head back to the Silent Hill Historical Society west of the hotel.
Bad Ending (Backfire): When you reach the 9 red squares in the hotel lobby, go in the marble church in the middle of the lake, west of the hotel. Fight Skeletron then proceed below.

Dog Ending (NG+): In the Dark Hospital, use your Red Shiny Balloon and Cloud in a Bottle to jump over the eastern spike fence on the rooftop. Drop all the way down and you should see a dog house with a Shadow Key inside. When you reach the Dark Hotel, go in the Rock Maple suite (right below 312), unlock the chest, unlock the door-window then walk ahead...

UFO Ending (NG+): At 3 different spots are Player Sensors. The first one is on the normal Hospital's western rooftop section, west of the pickaxe. You will need the Red Shiny Balloon and Cloud in a Bottle combo to jump above the spike fence. The second one is on top of the red building west of the Dark Rosewater Park, the one with the marble save room inside. The third one is on the roof garden of the normal Lakeview Hotel.

These sensors work just like the Dark Hospital escape tunnel elevator: you need to activate it a random number of times before it activates. You will know it activated when a rock boulder falls from the sky. So, at the 3 spots mentioned above, walk over the sensor until a boulder falls from the sky. Do not worry about accidentally reactivating the mechanism, it is a one-time circuit. Activate it once, and it can't be deactivated anymore.

Each sensors links to a window cube inside the Dark Hotel "The Believer" Suite (top right room). Successfully trigger all 3 sensors and the window in the upper room should be inactive. Take a walk outside the invisible walkway until you reach yet another Sensor. Trigger it until a boulder falls from the sky. Once this is done, the stairs in the lighthouse west of the Dark Hotel will activate.

Proceed along the Dark Hotel until you reach the 9 squares, go outside, west of the marble church. Right after the sailboat, enter the lighthouse and go up the stairs...

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~~NG+ ITEMS~~
Infinite Ammo Bag - Get the Good+ or Good ending.

Adamantine Chainsaw - Right at the start of the map, use the Red Shiny Balloon and Cloud in a Bottle combo to jump over the tunnel. Go up the mountain and you should quickly see it.

Ninja Suit, Katana and Void Dyes - On the Dark Hospital rooftop, use the Red Shiny Balloon and Cloud in a Bottle combo to jump over the central spike fence to reach the western section. Follow the arrow...

Martian Vanity suit, Space Suit, Space Gun, Wisp in a Bottle, UFO Mount, 333 Martian Conduit and 250 Martian Wall - UFO Ending

Staff of Discord, Dog Pet, Bee Mount, Rainbow Torch and a whole lot of Rainbow bricks - Dog Ending
 
I just finished the map, got Good+ ending. Boy, was that amazing.

The only problem I have is the medusas, which brought me a couple of really unfair deaths.
And damn, that story is messed up. Such a rollercoaster of emotions. I went from "Maria NOOO!" to "Maria is alive!" to "WT actual F Maria??" to "I don't even".
Also, before the Queen Bee battle her name is Marya. Is that like, a mix of Mary and Maria or what? I'm really confused. The story overall was really confusing but that's probably intentional.

(Oh yeah, you might wanna put a disclaimer for adult-ish content somewhere. Just saying.)

EDIT: Also, in the end it gave me an infinite musket pouch, but I already had one. Am i supposed to have on? I don't remember when I got it...
 
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@Zuazzer Thank you for dropping by and taking your time to write.

1 - I will admit, the Medusa is a sort of :red: move, no doubt, added to how this jungle arena is set up and the vicious spawn rate. Buried inside the park chest, there's an Invisibility potion. I also added Sticky Glowsticks to aid in fighting in the darkness. My strat was BEFORE digging up the chest, set up some stickies and make sure the bottom of the gazebo is cleared of enemies. After digging the chest, lure her just above the statue but stay in the stairs. Use the Pistol instead of the Shotgun. Pistol attacks faster, so, she won't have time to petrify. If you found some Meteor Shots, use them so it can hit enemies behind/in front of her.

Same thing for the prison shower ambush, although you WILL get petrified at least once, so make sure you run all the way to the end of the shower room before you start shooting. Meteor Shot+Pistol=ez Medusa kill. You could also grab the Musket before going in the shower, however, this might unleash stacked enemies...

2 - I'll add a disclaimer for the story. I've tried as hard as I could to stay true to the original story while still adding my own take. You sound like someone who hasn't played the original, so if you have time, I invite you to check out a longplay on Youtube. Watch it like a movie, it's great. :)

3 - The Infinite Musket pouch you found in the apartment at the beginning was a mistake on my part. It was used by me to test out the bullet amount. I released version 2.1 which corrects this mistake, as well a few more.

Again, thanks for playing. :)
 
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