Were you using like pylons or something for torches? If so, you could just stack a bunch of them in the same place, give them to player 12 (or a comp or any player that dose not have vision with the human players,) put a location around them, and them make it so when a player does whatever they need to do to light the torch, it gives one of the torches at that location to that player, thus giving that player (and only that player) vision in that area.
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A pylons vision range was about 3 times the amount of vision i wanted (way too much). I belive the last thing i tried was creating halluinated zerglings. (also work as a timmer, so it fixed two things). The main problem with that is I discovered hallucinated units do not satisify the bring condition, so i couldn't make the tourch burn and stuff. I'm sure i could do it with some kinda zergling thing if i tried again.
Just visiting my thread to say thank you

(Otherwise I would be ignorant

) I would appreciate if help still poured in though.
This thread might assist other map makers as well so I'll also post what I think makes a scary map.
I think confusion and reverse psychology is very useful. Make the players feel safe when they are actually not safe. Make the players leave a place and come back to find everything is different etc. Random events also make horror maps quite realistic and freaky.
Other points are pretty much mentioned.
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Thats a really good suggestion, In Hoth one of my favorate parts is this zergling found just before the elivators. The first time someone walks up to the elivator it creates a zergling burrowed in the hallway, and orders it to run the other direction. (you only see it about half the time and only if your the first one down the hall). Anyways its really funny watching people, I have actually been in games where the entire group turned around after the leader saw the zergling and freaked.