MAP26: Sever the Wicked (PlayStation Doom)

MAP26: Sever the Wicked is the twenty-sixth level in the Ultimate Doom episode of the PlayStation and Sega Saturn versions of Doom. It is based on the original E4M3: Sever the Wicked, with modifications made to adapt the map to the consoles' limitations. The author of the original map is Shawn Green.

Secrets

 * 1) (sector 30)
 * 2) (sector 31)

Bugs

 * Inherited from the PC version: a plasma gun (Thing 22) has no flags set for any of the three difficulty classes, so it does not actually appear in the level. The two player starts (Things 1 and 21) also have no flags, but because of special handling in the engine, they function normally in the level.
 * Two spectres waiting near the entrance to the dungeon (things 202 and 203) are flagged to appear on easy skill level and all others respectively, and both have the same blend modes, flagged to ambush and placed almost at the same point. As a bugfix the PSX port of the map could have only one spectre having to appear on every difficulty setting.
 * In the penultimate room behind the red door, some wooden walls were improperly offset resulting in slight rendering distortions.

Geometry simplification

 * Some staircases on the level are lesser of steps, particularly:
 * 1) Both the elevator shafts leading out of the lava pools in the starting zone.
 * 2) The one behind the red key door in the penultimate room leading to the exit.
 * 3) Ladder leading down to the dungeons (only deprived of one step, which is unnoticeable)
 * 4) In the soulsphere secret, this one is taken out of numerous steps.

New design

 * Because of the starting area, which consumes much of the rendering frames, several places were simplified:
 * 1) Blue skull key room in the north no longer has grates through which everything to the south would be visible. Instead, this port replaces them with wooden walls.
 * 2) The exit room still features openings but not as wide as original and to a lesser number.
 * 3) Walls of the first room in the dungeouns are one-sided linedefs rather than two-sided
 * 4) In the same room, the barrier between the two staircases leading down to a lift room and up toward the red skull key room respectively was added.

Minor changes

 * The plasma gun ledge which is a tunnel transporting between the red skull key room and the starting area lacks any middle texture.

Bugfixes

 * A rocket in the northeast island over the lava pool (thing 225) accidentally placed outside the map was replaced to a proper point.
 * Certain linedefs created by mistake in the outside surrounding of the western elevator room in the dungeons were removed.
 * The rocket launcher room in the southwest of the map had an implement which allowed the players to seal the entrance to the room by pushing use to cause a large vertical metal to raise and a skull switch which could lower that wall. While it was created primarily for DM, the column could not be lowered from the other side which might render secret percentage impossible at some cases. Both the column and the button were removed from the PSX port.

Other

 * Brightness has been toned down greatly, especially the sectors without colored lighting, to fit the different light mode and make the port look similar to the original, thereafter.

Music
The map uses the following music tracks:

Player spawns
This level contains four spawn points:
 * 1) facing west. (thing 0)
 * 2) facing east. (thing 281)
 * 3) facing north. (thing 282)
 * 4) facing east. (thing 283)

Things
This level contains the following numbers of things per skill level: