So, was Boneworks better?
Half-Life 2 gave us Gmod, though.
>The 1993 map is linear as shit. It could probably work as a COD campaign level as well. Let's not pretend the 90s was an era of godly game design.
True, most Doom-clones didn't really catch what made the design captivating in the first place. The ones that most people remember, though (Rise of the Triad, Blood, Unreal, Hexen, etc.) did at the very least have interesting interactions between movement, the weapons, the enemies and the space the player traversed, which helped underplay how mazy and stupid the level design got at times. Not to mention some of the better Doom levels did have fairly non-linear design in the sense that you had to think about where you went beyond just "go forward and sometimes do a secret". It's mostly a consequence of how it was necessary to plan for deathmatch and singleplayer in the same level, but it worked surprisingly well at times.