It does not. There is an "Wilderness Kit" with a hex map and some miniscule resources (and a gorgeous DMs screen). Even this kit doesn't do much other than lay out the barest concepts of overland travel with a handful of tables. Otherwise the DMG covers some theoretical concepts like travel distance, forced marches, getting lost, weather, having a Ranger means you can't get lost unless magic is involved. But those are more about how much a trip costs the party vs any sort of exploration; it assumes the party knows where they're going and gives DMs a way to simulate what the trip was like (and modules to hook into that for random encounters, etc.).
Its an improvement over 4e's stance of "The players just show up at the next interesting event because after level 3 they are millionaire demigods" but not really by much. Its basically 3.5's level of toolkit for Overland travel.
Sort of to earlier points about Railroading being all a 5etard knows.