Time Split between Combat and Exploration
First, I wanted to see the split in how DOOM divides its combat and exploration, as it was really interesting to me that the game cared at all to squeeze in exploration. If I knew this, I would find out how the ebb and flow of the pacing of the game would be, and how they make things not just super intense all the time.
In the end, I found that it goes in and out of combat pretty frequently, and has approximately 40% of the level's time dedicated to exploring, getting collectibles and resources along the way.
Enemy Spawn Composition
This was one of the most interesting sections, as this is where I found out how Id composes its waves, and which enemies it likes to group up together to create interesting and dynamic waves over a 15-20 hour game experience.
What I noticed was the the "Unwilling", the easiest enemies in the game, are almost in every wave, as they act as mobile health packs that you can grab with a glory kill when you're running low.
DOOM also likes to group up multiple of enemies, instead of spreading them out. For example, 4 revenents, then 2 mancubus, instead of 2 revenents, 1 mancubus, 2 revenents, 1 mancubus.
I attributed a difficulty scale for each of the enemies (on my own scale of 0.0 - 3.0) to help me find the way the difficulty is paced throughout levels.
Before creating this, I assumed that the difficulty would be constantly increasing throughout the level, but it really surprised me when I found out that the difficulty peaks and valleys are very similar in difficulty ratings as you play, so the hardest parts in the beginning are almost identical to how hard it is at the end.
This may be attributed to the fact that this level is near the ending of the game, and that it doesn't want to the difficulty to be constantly ramping up all the time.