MAP15: Spawning Vats (Console Doom)

MAP15: Spawning Vats is the fifteenth level of console versions of Doom, based on the original E2M7: Spawning Vats with modifications made to adapt to the consoles' limitations. The conversion was performed by American McGee, and the original authors of the map are Tom Hall and Sandy Petersen. The map first appeared in the Atari Jaguar version, and was later used in the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn versions. In the 32X version, which is missing most of Inferno, it serves as the penultimate level. In the PlayStation and Saturn versions, it contains an added secret exit to.

Secrets

 * 1) (sector 3)

Bugs
There is a corridor in the north west of the map, which connects the north tunnel, lava pool room and the tall room to the west altogether. The corridor has four windows, of which the two to the south are geometrically invalid: the sector that connects the "sky sector" and the two inlet sectors lacks a one-sided wall making the middle sector unclosed. This does not cause rendering distortions though, and was fixed in the PlayStation port by leaving only two windows in total.

Two hanging legs (one being in the starting room and the second being in the southern nukage pools room) have no flags set for any skill setting, so they are never spawned in the level. In Sony PlayStation and Sega Saturn ports they have been both removed.

Music
The map uses the following music tracks:

Player spawns
This level contains six spawn points:
 * 1) facing south. (thing 80)
 * 2) facing west. (thing 81)
 * 3) facing south. (thing 112)
 * 4) facing south. (thing 113)
 * 5) facing east. (thing 114)
 * 6) facing north. (thing 115)

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

Technical information
This map is one of several in the Jaguar level set which relies on a modification made to the Doom rendering engine that fills in any missing textures with the first texture specified in the texture directory. In the case of the Jaguar, 32X, 3DO, and Game Boy Advance ports that is the texture, which happens to match the texture theme of this level. If the level is extracted from any of these ports and played with the PC version of Doom, hall of mirrors effects and bleeding flats can be observed in various locations as a result.

The Sony PlayStation's rendering engine changes this again, in a way which makes any visible unspecified textures on sidedefs cause, so the PlayStation and Saturn versions of this map repair all of the missing textures by explicitly specifying them as  (which is a redrawn equivalent of ).