The Journey ver. 1.1|
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.
Mike Koenig for the "Heartbeat Sound" and "Perfect Thunder Storm" sound files (edited for usage in the WAD), via http://soundbible.com and under Attribution 3.0 (https://creativecommons.org/licenses/by/3.0/). Individual authors for the MIDI files.|
New from scratch|
About 6 years, on and off... mostly off|
Doom Builder 2, GIMP, WinTex 5.0, XWE, WhackEd, Audacity, Anvil Studio, Midi Maker, Doom Sound Converter, SNDREC32.exe, DoomWord, Bfxr|
HOM if player dies on a false floor like deep water, MAP09 top ruin pillar looks wrong on Doomsday, MAP14 effect lights up prematurely on Doomsday, MAP20 LZ encounter may malfunction if triggers are activated out of order in coop/DM, MAP25 falls may malfunction if activated incorrectly in coop/DM thus forcing you to use the emergency exit, graphics that bleed over the sky may not always render correctly in PrBoom and Doomsday, rain effect clipping doesn't work correctly in PrBoom, big switch skips in maps 20 and 23|
|rsl||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)||x|
|Killer5||Pretty darn good.||x|
|Zalewa||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.||x|
|mdmenzel||Kinda fun, but you may find your self a bit ammo-starved.||x|
|Albertoni||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.||x|