IRod54 Posted April 10, 2022 (edited) OK everyone, here is my totally refurbished version of my Journey To Hell megawad which offers much superior detail and gameplay to the original, gameplay much like the original version with AV, HR themed gameplay, hope you enjoy! ==================================================================================== Download link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/jth2 (Now includes multiplayer starts and updated with changes in all maps) ==================================================================================== Play Information: Name: Journey To Hell 2.0 (jth2.wad) IWAD: Doom 2 Compatibility: Vanilla Advance engine needed: Any PrBoom complevel 9 port Map slots: MAP01-MAP33 Gameplay: single/co-op Difficulty Settings: Yes Playtesters: @galileo31dos01, @Firedust Build Time: 10+ years ==================================================================================== Maps: MAP 1: Beginning MAP 2: UAC Warehouse MAP 3: UAC Island MAP 4: Nukage Facility MAP 5: Mountain Base MAP 6: UAC Factory MAP 7: Emancubation MAP 8: Paths of Doom MAP 9: Points of Ambush MAP 10: Sewer or Later MAP 11: Journey to Hell MAP 12: Storage Facility MAP 13: Creepy Caverns MAP 14: Technical Difficulties MAP 15: Path of Unforgiveness MAP 16: Into The Portal MAP 17: Tomb of Trouble MAP 18: Plutoxic Desires MAP 19: Spider Complex MAP 20: Return to Hell MAP 21: Hell's Beginning MAP 22: Tight and Dark MAP 23: Demon School MAP 24: Hellopolis MAP 25: Infested Complex MAP 26: Hellish Pyramid MAP 27: Terror Tower MAP 28: Doom Stadium MAP 29: Caves of Despair MAP 30: A Sinful Encounter MAP 31: A Colorful End MAP 32: Arena of Chaos MAP 33: Valley of Risk ==================================================================================== Music: MAP 1: At Doom's Gate by Robert Prince (from Doom E1M1) MAP 2: From Dimensions of Time Map 7: Tech Center, Map 11: UAC Aeronautics Center, Map 27: Libraries MAP 3: I Sawed The Demons by Robert Prince (from Doom E2M1) MAP 4: Gluestar by Darkwave0000 (from Speed of Doom Map 4: Sedgemire) MAP 5: Damage Assessment by Mark Klem (from Memento Mori II Map 13: Devil's Paradise) MAP 6: Ashes by Primeval (from Reverie Map 6: Sledgehammer) MAP 7: Glory by Paul Corfiatis (from PCCP Doom 2 Unleashed Map 18: Broken City Resort) MAP 8: From Vile Flesh Map 11: War Rooms and Map 22: Ungod by Gwyn Williams MAP 9: Remix of DOOM from Doom II's The Waste Tunnels, Downtown by silentozrah (From 3 heures d'agonie 2 Map 8: Simple soulterrain) MAP 10: Slime Dweller by James Paddock (from Plutonia II Map 19: Hecknology) MAP 11: From NDCP 2 Map 17: Headache MAP 12: 279.mid by Rachel Schmitz (from Community Chest Map II: Ion Storm) MAP 13: Demons On The Prey by Robert Prince (from Doom E1M7, E2M5, E3M5, E4M8) MAP 14: Under Death by Mark Klem (from Requiem Map 08: The Reactor and Map 30: Nevermore) MAP 15: From Vile Flesh Map 15: Village and Map 24: City Center by Gwyn Williams MAP 16: What's Around The Corner by Paul Corfiatis (from 2002: A Doom Odyssey E1M2: Helicopter Bay) MAP 17: Fight The Logic If You Can by dashiva (from Alien Vendetta Map 20: Misri Halek) MAP 18: By Rachel Schmitz from discontinued project Shitbag's Megawad MAP 19: On The Hunt by Robert Prince (from Doom E1M5, E3M6) MAP 20: Old Bones by Metabolist (from Hell Revealed II Map 3: Shackled) MAP 21: From Map 1 of 5 Years wad by Shadowman MAP 22: Lurking by CoTeCiO (from Doom 64 for Doom 2 Map 19: Blood Keep) MAP 23: Unholy Voices by Blood (from Nova II: New Dawn Map 29: Anaemia) MAP 24: Un52.mid by Robert Prince (from Hellbound Map 21: The Gates of Hell) MAP 25: From Solar Struggle E4M8: Impact Site MAP 26: You Suck by Lee Jackson from Rise of the Triad MAP 27: Cavern by Stuart Rynn (from Speed of Doom Map 24: Hell's Honeycomb) MAP 28: From 1994 Tune-up Community Project Map 3: Hyper-Vyper and Map 15: Cratebase MAP 29: Plutopia by James Paddock (from Plutonia II Map 26: Plutopia) MAP 30: Maridia 2 Remix from Super Metroid by King Meteor (from pnano18.wad Map 26: Red Fortress) MAP 31: Future Military Conquests from Duke Nukem 3D by Lee Jackson (from Alien Vendetta Map 31: Killer Colours) MAP 32: Godsend Death by Primeval (from Unholy Realms Map 32: A Charming Khorus) MAP 33: From Community Chest II Map 24: The Mucus Flow by B.P.R.D Intermission: Death's Bells by L.A. Sieben (from TNT Evilution Map 4, 13, 29) Title screen: Sinister by Robert Prince (from Doom E2M6, E4M7) Text screen: From Community Chest II Map 24: The Mucus Flow by B.P.R.D Bossback: Breach of Madness by Mark Klem (from Requiem Map 12: Militant Reprisal, Map 31: Doorway to Quake) ==================================================================================== Screenshots: Edited May 26, 2022 by IRod54 39 Quote Share this post Link to post
TheCyberDruid Posted April 11, 2022 (edited) Just started playing this and noticed that the ammo display on the right side (where you see how much ammo you have overall) is missing. It that intentional? Edit: In GZDoom 4.7.1 on map 6 this teleporter doesn't work. No idea why (maybe too many linedefs too close to each other?) Otherwise a great (maybe a bit hitscanny ;)) set of maps so far! Edited April 11, 2022 by TheCyberDruid 1 Quote Share this post Link to post
kalensar Posted April 11, 2022 THis looks gorgeous. Going to give it a whirl right now 0 Quote Share this post Link to post
CoolerDoomeR Posted April 11, 2022 This is great mapset, good job! 0 Quote Share this post Link to post
cannonball Posted April 11, 2022 (edited) Oh wow, this is an unexpected surprise. I remember myself and J4rio messing around with the old version from years ago. I will see if I can get time to have a look at this and see how it compares to the old version, which honestly was a little excessive in terms of the density of opposition. The screenshots look pretty neat, especially if it is truly vanilla compatible. Edited April 11, 2022 by cannonball 3 Quote Share this post Link to post
saski Posted April 11, 2022 Holy crap! This is just AWESOME!!!! No Coop Playerstarts unfortunately. Any chance you could make these maps coop-playable? 1 Quote Share this post Link to post
haruko haruhara Posted April 11, 2022 (edited) Hey irod54 I been a huge fan of this megawad since I found the jth.wad in the scoredoom wad collection but say is this a sequel to the wad or it's the same maps but improved? I also have jthfix and jthv3 if I remember correctly tho And I have Timothy browns edit v2 Edit: me and a friend played this wad the original version jth.wad with AEons of death version 4 this was a long time ago but it was fun! Edited April 11, 2022 by haruko haruhara 1 Quote Share this post Link to post
IRod54 Posted April 11, 2022 3 hours ago, saski said: Holy crap! This is just AWESOME!!!! No Coop Playerstarts unfortunately. Any chance you could make these maps coop-playable? I'll try 0 Quote Share this post Link to post
IRod54 Posted April 11, 2022 3 hours ago, haruko haruhara said: Hey irod54 I been a huge fan of this megawad since I found the jth.wad in the scoredoom wad collection but say is this a sequel to the wad or it's the same maps but improved? I also have jthfix and jthv3 if I remember correctly tho And I have Timothy browns edit v2 Edit: me and a friend played this wad the original version jth.wad with AEons of death version 4 this was a long time ago but it was fun! A sequel, definitely took some elements from the old maps and upgraded them 0 Quote Share this post Link to post
IRod54 Posted April 11, 2022 5 hours ago, TheCyberDruid said: Just started playing this and noticed that the ammo display on the right side (where you see how much ammo you have overall) is missing. It that intentional? Edit: In GZDoom 4.7.1 on map 6 this teleporter doesn't work. No idea why (maybe too many linedefs too close to each other?) Otherwise a great (maybe a bit hitscanny ;)) set of maps so far! That's odd, it should work, and not sure why the ammo display doesnt show 0 Quote Share this post Link to post
TheCyberDruid Posted April 11, 2022 25 minutes ago, IRod54 said: That's odd, it should work, and not sure why the ammo display doesnt show Just tried it in DSDADoom 0.24.3 and in Doomsday 2.1.0 and it also doesn't show up there. 0 Quote Share this post Link to post
IRod54 Posted April 11, 2022 11 minutes ago, TheCyberDruid said: Just tried it in DSDADoom 0.24.3 and in Doomsday 2.1.0 and it also doesn't show up there. I guess I should change the status bar then 0 Quote Share this post Link to post
galileo31dos01 Posted April 11, 2022 5 hours ago, IRod54 said: That's odd, it should work, and not sure why the ammo display doesnt show I took a look in SLADE, there's a wad archive named "STBAR03" which I don't know if gzdoom can read but crispy can't, a STARMS and a STARMS2 which isn't read because of the character "2" at the end. Apart from that, the lumps in STBAR03 are of a marble status bar, and the STARMS are brown tech, so there you got the themes mixed up. The only lumps you want to use are STARMS and STBAR, preferably of one matching theme, unless you did intended to mesh both. The STGNUM lumps are empty graphics and so you won't see any numbers in-game, so you may want to delete those. 1 Quote Share this post Link to post
IRod54 Posted April 11, 2022 2 hours ago, galileo31dos01 said: I took a look in SLADE, there's a wad archive named "STBAR03" which I don't know if gzdoom can read but crispy can't, a STARMS and a STARMS2 which isn't read because of the character "2" at the end. Apart from that, the lumps in STBAR03 are of a marble status bar, and the STARMS are brown tech, so there you got the themes mixed up. The only lumps you want to use are STARMS and STBAR, preferably of one matching theme, unless you did intended to mesh both. The STGNUM lumps are empty graphics and so you won't see any numbers in-game, so you may want to delete those. Hmm OK thanks 0 Quote Share this post Link to post
saski Posted April 12, 2022 Thank you for putting in coop starts! Love to play this coop with a friend :) 1 Quote Share this post Link to post
galileo31dos01 Posted April 14, 2022 So I've been checking the maps in crispy-doom, since it's one of the ports listed in the text file, and I'm curious how much of this wad was tested in said port, because there are several boom generalized actions on doors and lifts sprinkled here and there, which so far up to map 06 none have any real reason not being plain vanilla specials. For example, all the colour-coded doors in map 04 are generalized, so they're dysfunctional in crispy, and you can't even get out of the first room in map 06 without noclip. The "good" part is it'd be super simple to change those, because there aren't that many and they wouldn't alter anything substantial in the maps. The odd part is, I'm not sure why you disregarded boom ports in the OP, moreso while using boom actions, from what I've seen there's nothing that'd indicate a red flag on complevel 9, but I can't say much if I'm only 5 maps in. Anyways, back to the other stuff, if you are interested in enabling crispy compatibility, as well as complevel 2 in prboom, I can make a quick checklist of the things to look at. Btw, I didn't get too far in m06 because a cyberdemon spawned on the corridor that's right after the crates room, and taking the lift up without dying is rng. Is that some sort of punishment for grabbing the secret BFG? 1 Quote Share this post Link to post
General Rainbow Bacon Posted April 14, 2022 Oh fuck yeah dude! Been waiting to see if this would get finished. Another "Journey to Hell" wad was just made recently and I was hoping that was this. When it rains it pours i guess. 2 Quote Share this post Link to post
IRod54 Posted April 14, 2022 59 minutes ago, galileo31dos01 said: So I've been checking the maps in crispy-doom, since it's one of the ports listed in the text file, and I'm curious how much of this wad was tested in said port, because there are several boom generalized actions on doors and lifts sprinkled here and there, which so far up to map 06 none have any real reason not being plain vanilla specials. For example, all the colour-coded doors in map 04 are generalized, so they're dysfunctional in crispy, and you can't even get out of the first room in map 06 without noclip. The "good" part is it'd be super simple to change those, because there aren't that many and they wouldn't alter anything substantial in the maps. The odd part is, I'm not sure why you disregarded boom ports in the OP, moreso while using boom actions, from what I've seen there's nothing that'd indicate a red flag on complevel 9, but I can't say much if I'm only 5 maps in. Anyways, back to the other stuff, if you are interested in enabling crispy compatibility, as well as complevel 2 in prboom, I can make a quick checklist of the things to look at. Btw, I didn't get too far in m06 because a cyberdemon spawned on the corridor that's right after the crates room, and taking the lift up without dying is rng. Is that some sort of punishment for grabbing the secret BFG? OK please do and my computer isnt open GL compatible so I tried the best I could as far as certain ports, wont work in GL or PRBoom because of some animated texture issue 0 Quote Share this post Link to post
IRod54 Posted April 14, 2022 1 hour ago, galileo31dos01 said: So I've been checking the maps in crispy-doom, since it's one of the ports listed in the text file, and I'm curious how much of this wad was tested in said port, because there are several boom generalized actions on doors and lifts sprinkled here and there, which so far up to map 06 none have any real reason not being plain vanilla specials. For example, all the colour-coded doors in map 04 are generalized, so they're dysfunctional in crispy, and you can't even get out of the first room in map 06 without noclip. The "good" part is it'd be super simple to change those, because there aren't that many and they wouldn't alter anything substantial in the maps. The odd part is, I'm not sure why you disregarded boom ports in the OP, moreso while using boom actions, from what I've seen there's nothing that'd indicate a red flag on complevel 9, but I can't say much if I'm only 5 maps in. Anyways, back to the other stuff, if you are interested in enabling crispy compatibility, as well as complevel 2 in prboom, I can make a quick checklist of the things to look at. Btw, I didn't get too far in m06 because a cyberdemon spawned on the corridor that's right after the crates room, and taking the lift up without dying is rng. Is that some sort of punishment for grabbing the secret BFG? I guess I only had GZDoom ports in mind when making it 0 Quote Share this post Link to post
IRod54 Posted April 14, 2022 1 hour ago, galileo31dos01 said: So I've been checking the maps in crispy-doom, since it's one of the ports listed in the text file, and I'm curious how much of this wad was tested in said port, because there are several boom generalized actions on doors and lifts sprinkled here and there, which so far up to map 06 none have any real reason not being plain vanilla specials. For example, all the colour-coded doors in map 04 are generalized, so they're dysfunctional in crispy, and you can't even get out of the first room in map 06 without noclip. The "good" part is it'd be super simple to change those, because there aren't that many and they wouldn't alter anything substantial in the maps. The odd part is, I'm not sure why you disregarded boom ports in the OP, moreso while using boom actions, from what I've seen there's nothing that'd indicate a red flag on complevel 9, but I can't say much if I'm only 5 maps in. Anyways, back to the other stuff, if you are interested in enabling crispy compatibility, as well as complevel 2 in prboom, I can make a quick checklist of the things to look at. Btw, I didn't get too far in m06 because a cyberdemon spawned on the corridor that's right after the crates room, and taking the lift up without dying is rng. Is that some sort of punishment for grabbing the secret BFG? Yeah I guess it's a "punishment" 0 Quote Share this post Link to post
IRod54 Posted April 14, 2022 I'd recommend just using GZDoom ports for this 0 Quote Share this post Link to post
Red Recluse Posted April 15, 2022 Love this color pallete some maps resembles scythe 2. 1 Quote Share this post Link to post
Philnemba Posted April 15, 2022 Wait there's a new version of Journey To Hell!!?? 0 Quote Share this post Link to post
boom_compatible Posted April 20, 2022 yo! I saw that there is a huge lump named "JTH" (~60mb) inside the jth2.wad. Is it the old version of the wad? 0 Quote Share this post Link to post
IRod54 Posted April 20, 2022 (edited) Yes, not sure why it's in there Edited April 20, 2022 by IRod54 0 Quote Share this post Link to post
IRod54 Posted April 20, 2022 On 4/15/2022 at 7:01 PM, Philnemba said: Wait there's a new version of Journey To Hell!!?? I'm fixing some parts per suggestion 0 Quote Share this post Link to post
IRod54 Posted April 28, 2022 Wondering if someone could design me a cool M_DOOM and INTERPIC for this? 0 Quote Share this post Link to post
Lingyan203 Posted April 28, 2022 (edited) When I tried running in PrBoom+ it gives me this error: P_CheckForZDoomNodes: compressed ZDoom nodes not supported yet I'm using PrBoom+ v2.5.1.5 Edited April 28, 2022 by Lingyan203 0 Quote Share this post Link to post
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