AFAIK, he only worked on those two, but someone who's read Masters of DOOM might have a better answer.
Which ports of doom did John Carmack actually work on? I remember reading an interview and he talked about both the 32x and jag ports, did he work on the ps1 or saturn ports?
Carmack gave the Jag code to a small dev team at Williams Electronics, who worked on the PS1 port, and Rage Software coded the Saturn port. The Saturn port was TERRIBLE.
The main reason the Saturn port sucked, is the reason the Saturn sucked. Two Hitachi SH-2s both controlling two dual-core GPUs, which is all controlled by a Motorola 68K variant, which also controls the Yamaha YMF292 for FM synthesis... And don't forget the Hitachi SH-1 which handles I/O - and the two "SCU" co-processors for both SH-2s -- WHY?
Who makes a console like this?
On top of that, it couldn't do perspective-correct texture mapping, so Carmack explicitly forbade a polygonal engine. And since the I/O is bottlenecked to hell because it's spread over two GPUs, the frame rate tanks.
The Saturn wasn't made for Doom, period. Doom is exclusively a cache-based, serial renderer. it cannot be multithreaded easily without losing the game state. The frame rate is locked with the game state. Devs were expected to multi-thread their games on the Saturn, when some games simply couldn't take advantage of that.
To give you an idea on how prohibitive the prospect of a multithreaded Doom renderer is, the Doom community itself only started making multithreaded renderers in 2008. It took an entire decade to get that far.