Don't mind me. Just the best combination of gameplay and level design of all time.
How important is level design, strictly in terms of gameplay?
The great thing about Doom is the best maps balance the enemy mechanics and map design in a way where they work together to create the challenge. Slaughter has it's own challenges with sheer numbers and naturally difficult enemies but look at E4M1 and 2 for an idea of this.
1 has better level design and better gunplay.
No game has EVER had better weapons than Turok 2.
People who hate on Doom II forget that in Ultimate Doom
>You only get the BFG in Episode 3 / 20 levels in
>First episode is all corridors of zombies and imps, don't get cooler enemies and levels till much later
>Killing rooms of pinkies with the regular shotgun is a fucking chore
Doom II levels are an acquired taste. The maps are unconventional and gimmicky, but its made up for by large areas with lots of enemies, earlier access to good weapons, more interesting common enemies that actually feel dangerous without getting TNT tier annoying.
I didn't say that, I said 1 has better gunplay. You know, running around shooting things, how effective the guns are, etc. 2's guns are cool, if a bit gimmicky in many cases, but the simple act of shooting things isn't as impactful as there are generally less enemies, enemies have more health and sometimes armor that straight up blocks damage, and the player runs much slower in larger levels.
Ahem.
In all seriousness, is there a single better shotgun than DOOM II's SSG?
Immensely
Duke has better guns than Blood.