The rendering can still be implemented as polygons (making it true 3D rendering) whilst still maintaining the same level-based limitations, as we can see with DOOM 64.
Those 48 hours were likely the peak of video gaming. Certainly they have yet to be equaled.
More Money == Better Than https://www.youtube.com/watch?v=gbU4VRs2rro
It doesn't matter that it's raycast with billboard sprites, it was first-person-perspective with pixel-perfect lit texture-mapped wall and floor rendering with lifts and stairs. 3D enough.
It was a fun era to live through as the progress was so quick.
I still have yet to finish Duke 3D. Next time I'm in between jobs I'll hit it up.
"If I Had A Rocket Launcher, I'd Make Someone Pay" [1]?
But yes - my impression was always that the Doom games mostly focused on having cool levels, with plot as an afterthought. Marathon gave more of a sense of the levels having been designed around a plot.
My understanding is that yes, and that was part of Tom Hall parting ways; based on the alpha versions and the 'Doom Bible' it was intended to be a more story driven experience, closer to Marathon.
That said, The engine could support such at least with some enhancements. Strife is still one of my favorite games if that era thanks to the 'living world' feel, even if it has some nasty ways to get in a hostile overall world state or dead end.
IMO It depends on how you view it. You can render the game stereoscopically and see a different view in each eye... then I would call that "real 3d".
That’s exactly what the Virtual Boy does.