Fast paced is pretty much the whole point of the franchise though. Complaining that Doom / Quake / ROTT / Serious Sam are "too fast" is like complaining there are too many portals in Portal or too much stealing in Thief...
My experience is the inverse of your complaints of "old school = no tactics". In the older games you had stimpacks / medkits (ie bandage wounds with limited supplies) which translated to finite health per level. If you were running low on health / ammo you had to learn how to play enemies off each other and where best to bottleneck them against each other, to even out the numbers. The newer supposedly "realistic" games with auto health regen (ie, infinite health per level) combined with every trivial action pre-scripted in often highly linear "railroady" maps, are often far less "realistic" and "thoughtful" than people assume when you have virtually infinite health (and sometimes infinite ammo for low-end weapons like pistols). No need to plan out attacks, just run away and watch those critical wounds "realistically" heal themselves to perfection simply from hiding under a stairway for 30s... :hmm:
I also don't like health regeneration, but "fast pacing" only applies if the player goes fast. Heck, having to hide under a stairway for 30s (from your own example) would slow down the pacing dramatically. I never understood the notion that some gamers have that apparently DOOM has supposedly always been "fast". What was fast? Moving in a straight line without shooting anything? That, because your health in DOOM doesn't regen, it makes the pacing "fast(er)"? The way I myself played DOOM back then was methodical, sure it was "guns blazing"' but it wasn't fast. I could stay in one room for five minutes shooting demons from my position, taking them down one by one from a distance in the opposite room (such as Imps or Cacodemons).
I'm playing Brutal DOOM regularly enough (say, maybe a few short sessions each week) and still to this day if I want to spend five minutes in just two rooms because I want to toy around with demons, I will. The game doesn't
have to be fast. And it's NOT designed in such a way that it sort of "forces" me to be fast either. The "point" of DOOM has never been for you to be fast. The point of DOOM is to have fun. I can be fast if you want it to be, if you play it that way sure, but it's not like "
Fast Paced Action 3000 Omega Carnage!!!" was stamped on the retail box to try and sell the game originally. The premise of the DOOM franchise isn't to get out of there ASAP because the base you're in is gonna blow up in 24 real time hours. You can play at your own pace.
I still remember playing DOOM on a 486 and it was
not "fast-paced", the screen size had to be reduced to about 50% to have decent frame rate and I was lucky to get out of a level within ten minutes.
Want to have a REAL reminder of how "fast-paced" DOOM used to be?
https://www.youtube.com/watch?v=2_Zie9mjhY8
Something a little more modern then?
https://www.youtube.com/watch?v=8mEP4cflrd4
So, is that "fast"?. Because I sure as heck think it's not. It's not slower nor faster than a typical modern FPS. That's because it'll go at YOUR pacing speed. I don't want to come across as irritating here. But at least consider that as far as the new DOOM is concerned: 1) The E3 'demo''s speed was as "slow" or as "fast" as the guy who played it (it was HIS speed), 2) We don't know what game difficulty it was, 3) That was E3, game was (still is) in development, a lot of things are subject to change, 4) If the game for some reasons REALLY DOES end up being "slow-paced" (for YOUR taste) then take in consideration that 5) There's going to be a level editor for you to toy around with in order to finally make your own custom "fast-paced" maps.
There IS, however, one small "complaint" I have right now about the new DOOM just by looking at the footage that's been released so far (not just from E3). It's the fact that, at least apparently so, there's definitely less enemies on-screen than I was expecting. However, still considering that difficulty levels might (should) change that (highest difficulty might keep the infinite enemy spawn intact and if that's the case being overwhelmed by enemies is going to happen) and if not, custom maps will allow us to make that happen regardless (of the campaign).