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The Journey ver. 1.1

   (15 reviews)


10 Screenshots

About This File

A new 32-map megawad for DOOM II, focusing on short to medium length levels, played in a series or from pistol start, in single player or cooperative.

THE JOURNEY takes you across a variety of locales, challenging you along the way with insidious traps and vicious monsters. The levels are easy to understand, but don't underestimate them because of the lack of massive hordes! Close quarters and strategical monster and item placement will test your skills. The average time to complete a given level is about 8 minutes, and all are designed with pistol start compatibility in mind. You aren't just handed all the weapons and supplies right away -- you'll have to explore and fight smart to upgrade your arsenal and make it out alive. If you don't want to worry about ammo that much, playing the levels in a series is a good idea. Skill levels are also implemented -- the changes don't work to neuter the identity of the encounters, but to allow the player to be just a bit more reckless.

For more fun, take on the journey with friends or strangers in co-op mode. Or, use the levels as DeathMatch arenas. Map 01 especially is designed with DeathMatch in mind. For more info, check out the included TJMAPS.txt - it contains things such as music list, additional fluff for each level, usage tips for the new graphics, and more. For info on what was changed in version 1.1, see the included TJPATCH.txt.

Quick Start Load TJ.wad into your favorite limit removing port, running the latest version of DOOM II. The entire WAD has been tested on many different ports, but for best overall experience I recommend ZDOOM, running under software mode. The included DEHACKED file changes automap names and story screens, and includes modified frame data for a special effect used in a couple of maps. If the integrated .deh file doesn't work, load the included TJ.deh with the wad.

Recommended Rules: vertical autoaim, no up/down looking, no jumping, no crouching. Levels are designed to mitigate the annoyance of "infinitely tall actors" but I recommend turning that off.

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How is this mapset not better know?


Limit removing small to medium maps without heavy detailing, just the necesary to make it interesting, with cool new textures, badass titlepic and really good layout and flow.

Simply love it!

Last maps is one of the most rewarding maps i completed to this day. Hordes over hordes of treats that you need to puzzle out until the grand finale.

This mapset is now one of my favorite.


I highly recommend this mapset to any lover of small to medium maps that have a good challenge and are really fun.
Thank you, @hervoheebo, for this amazing mapset!

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This levelset more or less incorporates all the best features I am usually looking for in a megawad: balance, reasonable level size, curious and detailed architecture that does not feel overdone. One of the very best in my book! (played with my own rslfuria.zip, Operative class)

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Pretty darn good.

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A bunch of short maps - each map apart from the last 2 has around 100 monsters and can be beaten in 10 minutes. The maps are okay in all aspects, but that's pretty much it.

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Kinda fun, but you may find your self a bit ammo-starved.

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About half of the levels are really good, MAP30 in particular is spectacular. The levels are indeed pretty small, most of them can be carefully completed in 10 minutes. It's not a drop-everything-and- play-this-now Cacoward winner, but if you got the time, you're in for a nice treat.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes.