I suspect most of Doom 16's design is as it is in order to work around the limited abilities of gamepads. The game doesnt have very fast movement, its as fast as Doom 3 sprint or a bit slower and is as fast as Half Life 1 speed is. And much, much lower than Doom or any other classic fps. Reality is you cant do this shit on gamepads, cause it doesnt work. Its faster than regular games, but its nothing crazy.
Doom 1 had more variety in its landscapes, but it still had its equivalent of arenas, providing space for the player to out manoeuvre a large group of enemies. Hopefully Doom Eternal will get more variety in there, & it's annoying to be locked in, but the combat still feels fantastic on both joypad and K&M.
And I doubt the joypad is the only factor when it comes to speed - let's not forget how well the PSOne's joypad suited the original Doom. This game has Glory Kills. It needs you to get up close to enemies on a regular basis, it also features jumping and more vertical than the first two games, and embraces using cover more.
All these factor into the area design.
[EDIT] Also, the 'push forward' approach to combat always wants to put the player in the thick of enemies. In many of Doom 1&2's levels you can hold back and spam groups using the chain gun, rocket launcher, plasma rifle and BFG before moving in close to pick the survivors off.
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