Doom 1/2 monsters dont't crawl to you and then patiently wait for you to hit whatever gamepad button to play a funny animation[1]. They were dumb, sure, but look at the basic zombies in Eternal: they almost don't move. They exist only for the glory kills bonanza for E3 presentations, they aren't even dangerous. Look at the analysis[2]:
> They should be chiefly considered as targets for glory kills, the flame belch or the chainsaw, depending on the player's current need for health, armor, and ammo respectively.
Literal fodder. Yet they have 13 funny animations.
Compare it to a Zombieman [0]: it's puny and doesn't pose a risk... until you get them in numbers and/or you are at the low health. And they are actively trying (as all other monsters) to get closer to you!
And if we talk about a map design here then even D1 maps are not linear (eg [3] or [4]) and were more restricted by the technology (2.5 engine) and performance (386DX as a minimal CPU in SysReq always been a butt of the joke) than actual design. There is a lot of linear levels too, but you still progress them on your own pace and usually you can retract your steps all the way to the start.
Overall both D2016 and Eternal (especially Eternal) is just Quake 3 in Doom setting, especially with all that platformer bullshit and fight arenas.
Doom 1/2 monsters dont't crawl to you and then patiently wait for you to hit whatever gamepad button to play a funny animation[1]. They were dumb, sure, but look at the basic zombies in Eternal: they almost don't move. They exist only for the glory kills bonanza for E3 presentations, they aren't even dangerous. Look at the analysis[2]:
> They should be chiefly considered as targets for glory kills, the flame belch or the chainsaw, depending on the player's current need for health, armor, and ammo respectively.
Literal fodder. Yet they have 13 funny animations.
Compare it to a Zombieman [0]: it's puny and doesn't pose a risk... until you get them in numbers and/or you are at the low health. And they are actively trying (as all other monsters) to get closer to you!
And if we talk about a map design here then even D1 maps are not linear (eg [3] or [4]) and were more restricted by the technology (2.5 engine) and performance (386DX as a minimal CPU in SysReq always been a butt of the joke) than actual design. There is a lot of linear levels too, but you still progress them on your own pace and usually you can retract your steps all the way to the start.
Overall both D2016 and Eternal (especially Eternal) is just Quake 3 in Doom setting, especially with all that platformer bullshit and fight arenas.
[0] https://doomwiki.org/wiki/Zombieman
[1] https://youtu.be/31qYHl6Op2I?t=499
[2] https://doomwiki.org/wiki/Zombie_(Doom_Eternal)#Tactical_ana...
[3] https://doomwiki.org/wiki/E1M6:_Central_Processing_(Doom)
[4] https://doomwiki.org/wiki/E1M4:_Command_Control_(Doom)