The Journey
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. <br><b...
Filenames
tj.wad, TJ.WAD
Size
9.52 MB
MD5
ff1d81ded028a597864fe42276051b4b
SHA-1
dcb09d1bdfae4003ea4864bd9773978ccb3c6582
SHA-256
69424621d1d301a84f6b5d5b639321f35eb52b6ae9f852194ab904b97976cc5e
WAD Type
PWAD
IWAD
Unknown
Engines
Boom
Lumps
491
Maps
MAP32, MAP15, MAP19, MAP26, MAP02, MAP11, MAP22, MAP16, MAP10, MAP23, MAP04, MAP05, MAP06, MAP08, MAP03, MAP07, MAP14, MAP17, MAP20, MAP21, MAP18, MAP30, MAP01, MAP09, MAP12, MAP13, MAP25, MAP27, MAP24, MAP29, MAP28, MAP31
Download
Read Me
TJPATCH.txt The Journey changelog Changes in ver. 1.1: -Version number in titlepic -Dehacked file included in WAD -Demo 3 changed due to desync (see below for map 24) Map 09: Canyon Run -Incorrect secret sectors removed Map 12: Narrow Street -Teleport monster closet [sector 311]: adjusted geometry to ensure enough room for the middle cacos [things 313-315], and added the missing teleport destination for them to the building with the blue key [sector 254] Map 13: The Sewers -The secret area near sector 167 adjusted so that the false wall can't be walked through from the ground floor Map 17: Unknown Base -Music adjusted, made louder Map 24: Rigopolis -After a lot of trial and error, the blind monsters [things 102-105] in the western walls [sector 55] were fixed by shifting the walls westward by 2 units. The effect on gameplay by the geometry shifting should be minimal. Note: some ports were not experiencing this bug; on them the only change is the small shift with the walls, which will likely desync any recorded demos Map 25: Darkness Falls -Removed deaf tag from two revenants in a teleport monster closet [sector 226] -The emergency exit has been adjusted slightly: it opens when jumping down from the lamps [sectors 23-27] (instead of when jumping onto them), and the door has been changed to a floor that lowers to the ground so as to make less noise Map 28: The Sunken Temple -Secret effect removed from the skeleton closet [sector 21] and moved to the accessible part with the switch [sector 121] Map 29: Climb -The cacodemon windows area near the yellow key adjusted. It's now possible to escape if you fall in Map 31: Between Worlds -Some false objects in the Twisted Quiz Show changed to items that don't count towards item tally -Added to Mormon Hell: a secret teleporter back to MinInferno -MinInferno: relevant area adjusted -Some visuals fixed
TJMAPS.txt This document contains a bunch of miscellaneous information that won't fit in the main file. Included is music & level info and more. 1. Music 2. Levels 3. Skill levels 4. Graphics 1. Music Most of the MIDIs are from an archive downloaded from vgmusic.com, so for many of them you will probably still find them there. Wolf 3D MIDIs are from Bobby Prince's site. Some are edited. In any case they can be extracted for use with a WAD editor. Song name is followed by game name, where applicable. A few levels use the same song as the corresponding map slot in DOOM II. Map 01 Corneria Star Fox Map 02 Invasion II MAP02 Map 03 Route 225 (Midday) Pokémon Diamond/Pearl Map 04 Zero Hour Wolfenstein 3D Map 05 The Imp's Song Doom Map 06 Deep Hexen Map 07 Demons on the Prey Doom Map 08 Crypt Hexen Map 09 Level Hexen Map 10 Route 10 Pokémon Black/White Map 11 E1M9 Heretic Map 12 In the Dark Doom II (no change) Map 13 Dark Halls Doom Map 14 The Demons from Adrian's Pen Doom Map 15 Battle Factory Pokémon Emerald Map 16 Tallon Overworld Metroid Prime Map 17 They're Going to Get You Doom Map 18 Lurking... Wolfenstein 3D (edit) Map 19 Battle! (Elite Four) Pokémon X/Y Map 20 Black Fortress Bomberman 64 Map 21 The Dave D. Taylor Blues Doom II Map 22 E2M3 Heretic Map 23 Grove Hexen Map 24 Egyp3 Hexen II Map 25 Adrian's Asleep Doom II (no change) Map 26 Message for the Archvile Doom II (no change) Map 27 Sinister Doom Map 28 E1M6 Heretic Map 29 Victory Doom Map 30 You Will Know Our Names Xenoblade Chronicles Map 31 Wonder Bridge Pokémon Black/White Map 32 Sirius II Bomberman 64 Intermission Entralink Pokémon Black/White Story Wondering About My Loved Ones Wolfenstein 3D Title jingle Original For music playback, I recommend the BassMidi driver, and with the SGM-180 SoundFont --it seems to have the most balanced performance with these songs. 2. Levels What follows is recon about the battle zones you will likely enter in your journey. If you don't want to be spoiled about upcoming levels, don't read too far ahead! - Begin Spoilers! - ACT I - BLOOD ON THE HORIZON (Maps 01-11) MAP01 Shipyard Once a known hideout for smugglers, this small shipyard is sure to contain a number of secret compartments and passageways. Keep your eyes open. MAP02 Seaside Mill Questionable saving measures have accelerated the flooding and disrepair of this old steel mill. MAP03 Midspan What was once a tenement complex for factory workers has been transformed into an impressive defensive perimeter. Your job is to break through. MAP04 Gangue Point Mining waste and nukage litter this facility. Remember the special characteristics of each level as you climb up and jump down. MAP05 Delta Reactor This failing plant's leaking radiation is contained to the liquid nukage which only harms on contact. The bad news? It's everywhere! MAP06 Borehole Mining opened up an intriguing lava-filled cave, and further digging led to the discovery of ancient ruins buried beneath rock slides. Make your way to the other side of the constructed walkway. MAP07 The Lost City Burned to the ground long ago, this ancient city has since been reclaimed by nature. Defeat the Mancubus Ziggurat-Lords in each district to open the way to the slaughter square. MAP08 Moss Grotto Marble constructs yet endure in this moist cavern, though much has sunken into the depths. MAP09 Canyon Run Brave the heights of the canyon and the evil lurking in the ruins. Locate the key and find your way back. MAP10 Jaws of Death The path to the summit will be long and grueling. You must be brave, you must be swift. MAP11 The True Masters This lost ruin hides a portal that the demons are using to launch their invasion force. Open the way forward and confront the masterminds behind the attack. ACT II - THE LONG NIGHT (Maps 12-20, 31-32) MAP12 Narrow Street Overconstruction and shoddy build quality are made worse by the vile miasma and the monsters infesting the many dark corners of this city. The long journey to the military base, somewhere in the distance, begins here. MAP13 The Sewers The foul stench permeating the air of this place has not prevented a major demon force from moving in and occupying it. MAP14 Martial Law Blocked by tons of rubble, the city streets are littered with corpses and killers. Anarchy reigns, but the way forward must be forged. MAP15 VR Lab 8 A top secret facility that did cutting-edge R&D on virtual reality, with revolution just around the corner. Its current inhabitants are less interested in spilling blood in the digital world and more in doing so in this one. (Secret Levels) MAP31 Between Worlds This virtual simulation for marines, mostly based on the military episodes codenamed "DOOM", has become unpredictable and extremely dangerous because of the circumstances of your entry and the malfunctioning CPU. Find the way out, or dare to explore and end up deeper in the rabbit hole. MAP 32 Showdown Face your worst enemies in an enclosed yet open arena. Fight them or distract them to survive long enough and escape once the countdown expires. (Secret Levels end) MAP16 Trainyard Most of the railways out of the station are barred, but fortunately the one leading to the military base is merely blocked by anti-train barriers, easily crushed by the armored supply train parked nearby. MAP17 Unknown Base On the way to your destination, another military base's automatic system locks down the train's controls and forcibly brings it to a stop. To continue the journey, the tunnel system linking the different buildings must be made use of, and the base entryway's controls unlocked. MAP18 End of the Line The train has crashed in a caved-in tunnel, rendering it inoperable. Fortunately, you survived with but a scratch, but must make the rest of the journey on foot. As you collect keys, explore to make the most use of the newly accessible areas. MAP19 Plasma Control Once a cutting-edge research and development facility specializing in plasma weapons, this place is now infested by demons drawn here by the residual plasma energy crackling in the air. Plasma weaponry and numerous cells remain unlooted, so fight fire with fire. MAP20 Gravity Well This installation was one of the failed teleportation test facilities on Earth, built long before the DOOM episodes and using technology understood by none. What stymified men has been easily utilized by demons, and now this derelict facility serves as a stronghold of Hell and a gateway to the netherworld. ACT III - THE SUNLESS SEA (Maps 21-30) MAP21 The Maw Standing as the gatehouse to the depths of the Sunless Sea lies this redoubt, its watchmen stopping at nothing to stop all who dare invade the elder world. MAP22 Deep Earth Vault Jailor and prisoner alike are eager to spill fresh blood in this ancient vault. MAP23 Moor of Shadows Basked in an eternal shroud of darkness, this marsh is thick with vegetation and joined by rivers of tainted water. Do not follow the swamp lights. MAP24 Rigopolis Lost in time and forgotten by all, this ancient city hides evil amidst its crumbling architecture. MAP25 Darkness Falls Water flows freely here, through the great caverns and unholy temples. To move on, the wellspring must be controlled and the falls quashed. MAP26 The Machine Somewhere between this world and another, an ancient, grotesque machine of flesh and metal joined works endlessly for some unknown purpose. MAP28 The Sunken Temple Sealed away and forgotten, the cannibal servants of the ancient god of blood make their dwelling in this unholy lair. MAP29 Climb Through fire and darkness, rise and climb out of the Sunless Sea into the world of light. Ascend, hero, and make your way to the final battle. MAP30 Götterdämmerung - The Earth Dies Screaming All roads have led to this, the last battle, the ultimate challenge. Show your will to survive! Bring apocalypse to they who oppose you! Unleash the power within and bring the end once and for all! - End Spoilers! - 3. Skill levels All of the levels are designed for pistol start, and on Ultra-Violence, ammo is precious. Use your weapons effectively and utilize infighting whenever possible to make sure you don't run out. Hurt Me Plenty has somewhat less monsters, and a bit more ammo. Hey, Not Too Rough evens the odds further by reducing enemy numbers a bit again. Skill levels may also have some unusual differences, such as totally different monsters in places or keys in different spots. If you feel like you want more ammo, try a lower skill level or play the levels from start to finish. If you don't reset for pistol start, you'll quickly amass a good amount of ammo for all weapons. The Super Shotgun can take a while to get in some levels, and it's a definite boost to your firepower, whether you find it in the current level or carry it over from a previous one. The SSG is often found earlier in the maps under lower skill levels. "Nightmare!" is unsupported and untested. The possibility of finishing the game under it is theoretical! 4. Graphics If you'd like to use the new graphics yourself, there are a few important usage tips. These mostly apply for software mode, where you are restricted to Doom's palette of 256 colors. Blues Some graphics (new waterfall 2 and snow rocks/ice) utilize the light blue spectrum. Doom's blue palette is infamous for a few reasons. Firstly, it's biased towards the darker blues, and secondly, the way darkness affects the lighter blues is unusual. For this reason, whenever graphics with light blues are used, they should be in a bright environment. For the snow rocks, 208 is a good brightness - at distance, there will be specks of dark blue that will create a nice impression. If you look closely at the shadowed areas, there's something funny about them: there's actually a different texture used for the snow rocks wherever there's shade. The snow is actually lighter here! Sounds crazy, but any darker, the blues will turn very dark in shade, so the snow in these dark areas is made lighter so that it turns gray instead. It's a weird workaround. For ice (the solid light blue graphics) a bright environment is likewise recommended. These shades turn into gray with darkness. However, if the brightness is somewhere in between, and you fire something like a chaingun, the ice areas glimmer in a cool manner. For the waterfall, brightness is also needed. This one can be used in an otherwise dark area, if the waterfall itself is lit up with a tiny surrounding sector. If the ceiling isn't black or the sky, though, there will be a small stripe of light up there. The bright, blue-and-white waterfall can create a dramatic impression. It's only about 64 units wide, and transparent, so middle textures need to be used in any case, and stacked close together to make a tall waterfall. For more general use, the other waterfall graphic is better. The pure black texture is a very useful utility texture, since it does not change with light level! Use it in all sorts of places to create fake tunnel impressions, pitch black skies, close inaccessible alcoves snappily, etc.. There are two types of grass available: thing (sprite) and middle texture. Sprite grass is very simple to add, but rather inflexible. For middle texture grass, each patch of grass has a small sector, with one side's back and front middle textures having the grass texture and positioned accordingly to get the desired length. The floor of the sector is different than the main sector it's in, otherwise the grass bleeds into the ground. If you want a faster and simpler method, clip the middle texture grass graphic to the desired length and you can simply add linedefs instead of sectors, since the shorter graphic won't "bleed" into the ground. However, if you want to have different lengths, you'll need to have different graphics for each length. Trees are similar, having thing and slightly smaller middle texture versions. Usually, a thing (sprite) tree is fine. The middle texture tree (composed of two textures, top and bottom, usually put into an "X" shape) is good when you can put it into a corner where there are few viewing angles. Then, you can make a "bendy" half-circle, and it will have a cool 3D impression. If you need to be able to look around it, an "X"-shape middle texture tree can be good. You can even combine thing and texture trees, which works decently to mitigate the disappearing problem - the tree is wider than the original thing (green pillar or some such), so it disappears before it leaves your field of view. Middle textures appear normally, however, when you turn away, so it works to reduce the problem. It seems more prevalent on some maps than others, possibly.