Eh. It's okay, but the presenter lied about movement being fast, because that ain't fast, just a teensy bit agile. Fast running speed is what matters to old-school DOOM players, just as much as having more platforming can appeal to new-school players. IDK if they were using a pad for the demo, but everything looked too smooth and calculated, and that shows in how relatively few enemies showed up on-screen. Detail won't matter for the mooks, just make their animations readable (I do like how at least half of them are hitscanners, if not more) and don't waste processing on things which prevent larger groups of enemies. Can't recall seeing any infighting—red flag, but I'd love to be proven wrong. Hell looks cool in a dusty underworld way, but I hope it's not all arenas...same goes for the UAC maps being that linear, which is lame and hopefully just id/Bethesda not knowing what to demo.
Still, eh. Also, SnapMap's pretty lame, but what did you expect from a simplified Doom Builder/SLADE mash-up? I'd prefer external tools for getting more flex out of the game. This and the above have little bit less than a year to cook, so I'm not passing judgment yet.