An interesting idea for a map is an abandoned research station in a deep forest, where the player wakes up without memories.
From the first minutes, everything seems quiet, but gradually strange sounds and shadows begin to appear.
The main plot can be revealed through notes, diaries, and audio messages.
The further the player goes, the more he realizes that the experiments at the station have gotten out of control.
You can add a “watching” mechanic, where if you stare into the darkness for a long time, something starts to look back.
Light can be a limited resource, which creates additional tension.
Sudden changes in the environment also work great - rooms that change when the player turns around.
Without direct screamers, you can create an atmosphere of constant discomfort.
The finale can have several options depending on the player's actions.
For example, escape, acceptance of “something” or complete disappearance.
The main thing is to focus on the atmosphere and psychological fear, and not only on sharp moments.