MAP26: Sever the Wicked (PlayStation Doom)


Console level navigator
PlayStation, Saturn
Sever the Wicked

Crystal Project computer.png

This is a console version
of a PC level.

This level occupies the map slot MAP26. For other maps which occupy this slot, see Category:MAP26.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

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.


Map of Sever the Wicked
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.


Other points of interest[edit]


  1. (sector 30)
  2. (sector 31)


  • 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.

Comparison of versions[edit]

Geometry simplification[edit]

  • 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[edit]

  • 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[edit]

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


  • 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.


  • 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.

Areas / screenshots[edit]

Crystal 128 ksnapshot.pngThis article or section is in need of license-unencumbered, unique screenshots which effectively illustrate the subject matter. Help improve the Doom Wiki by acquiring and uploading appropriate images and then adding them to this article.

PlayStation screenshots[edit]

Saturn screenshots[edit]


The map uses the following music tracks:

Port Track Composer Notes
Sony PlayStation "Mind Massacre" Aubrey Hodges See PlayStation Doom music.
Sega Saturn "Hell's Churn" Aubrey Hodges See Saturn Doom music.


Player spawns[edit]

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)


Map data[edit]

Things 373
Vertices 913*
Linedefs 789
Sidedefs 1118
Sectors 139
* The vertex count without the effect of node building is 645.


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

Technical information[edit]

Inspiration and development[edit]



Console Doom levels - Doom for Sony PlayStation and Sega Saturn
Ultimate Doom
Secret levels:
Doom II
The Star Base:
The City:
Secret levels: