

I recall you could do some really creative things back then with map design and players would just accept it and say its cool. It seems to me that levels can try to look like something that might exist in reality, or might be so abstract as to only be particularly and practically suited for gameplay. Halo 4 and Halo 5 have waaayyy too much detail.

I've never played doom, but I can say that Halo CE had similar aesthetics/designs. What is your take on this subject matter? Is Doom style level design still legit, or is it just a relic from history? I am ONLY talking about the level design itself.

The other elements of the game have actually aged pretty well in my opinion. Now, keep it in mind this doesn't mean Doom isn't fun. Fans claim the level design and encounters are expertly put together, but as far as I can tell most levels just consist of walking into a room, gunning down all the monsters, walking into another room where you also gun down the monsters, activate a trap here and there that might open up a wall or teleport some monsters in etc.

I also can't agree that the level design is a stroke of genius gameplay wise. Even the texture design is often not not very good at telling you where you are suppose to be. There are a few levels in the first episode that sort of resemble a space base, but otherwise there is no real way to tell what is suppose to be going on. Many people claim Doom has abstract level design, but even abstract designs still generally resemble reality in at least some way (Duke Nukem 3D's levels are a good example of this). One the other hand, I can't help but feel that the look and design of the original campaigns just hasn't aged well whatsoever. On one hand Doom is a classic, and I have played countless user made mods and wads for it over the years using modern source ports. By "Doom style" I am not talking about the "find keycard or switch to unlock door" gameplay formula of games like Doom, but rather I am talking about the visual and map design itself (no true 3D room above another room, no sloped geo, maze like levels etc).
