Leroux: So have I, back in the days, but I wouldn't want to do it anymore.
IAmSinistar: Aye, but I'll take it over code wheels.
I even used to map some point-and-click games, like B.A.T., when they had multiple paths from the same scene.
I still do it occasionally with text adventures like Zork; unfortunately by doing so I learned that the directions these games give are often inconsistent. But I agree that codewheel and journal sound even worse ideas, purely catering to nostalgia. Old games are excused for these things but new ones aren't, in my book. These days I expect everything to be in-game when I talk about good design. There's no good reason anymore to outsource text to journals (or even manuals); if it's relevant for the game, it should be in it, especially in the age of gigabytes and digital distribution.
(Which is not to say that we can't have graph paper and options to turn automaps off, or bonus material for collectors, analogue story books for fans' bedtime reading etc. It just shouldn't be required to play and fully enjoy the game.)