>>723625294
Besides somehow downgrading the effects and design of weapons and enemies that were 2d sprites in a 1993 game, Carmack's gay fake shadow tech demo doesn't understand level design, and even fails to do monster closets and ambush properly because of bad sound design.
Almost every room is flat and with less than a dozen demons.
Quake figured out making fair hitscanners and very telegraphed counterable melee attacks even with very fast unrelating enemies. You could jump over and dodge projectiles. You had Shamblers that charged strong attacks. You had recurring flying enemies. You would drop into rooms, teleport, fight at long range
In Doom 3 you
>walk long hallway
>enter room
>lights go out
>'''oOoOh spoOoky'' thing happens
>3 imps spawn
>kill them
>repeat for 6 hours until dissapointing boss fight
Every enemy was ruined, the Imps were ruined, the revenants were worthless, marines acted retarded, hell knights were almost absent, cacodemons looked awful. All of them had their design bastardized into ugly brown Resistance locusts