I'm just going to copy and paste what I wrote in the other thread:
"How would it ever be a good idea to show some sprawling maze of a level during a gameplay reveal demo? How could these snippets of gameplay at all be an indication of level design? If they went as far as including old-school Doom traits like No Reloading, No ADS, Fast Movement Speed and Health Pick-Ups, why would they stop at one of the most iconic things about classic Doom in the first place?
Not saying the full game WON'T be linear, I just don't understand why two 5-minute snippets of gameplay specifically shown to demonstrate the movement and gunplay of the game would make anyone draw the conclusion that the whole game is super linear. We should not even consider level design in our assessment of the game until we see more of the game or the dev team start actually talking about it. "
We shouldn't get too bent out of shape about this aspect of the game just yet, IMO.