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And 2016 is just as linear, Foundry and Argent Facility being the two exceptions to the rule and the game promptly forgets they ever existed.
And just as an aside, platforming in both games is bad and janky. Eternal's is only really prominent in the boss levels and more tolerable because they're shorter, easier sections, and you can cheese them with air control. 2016 makes them almost mandatory, and they always feel terrible and awkward.
Eternal has some jump weeeee moments that just don't fit and map design is far more tunnelly and linear. Thank God the combat is even better in eternal.
I'd like to remind people reading this about the Mario-like floating rock platforms in Kadingir (and many of the hell levels in Doom 2016, actually) that exist for the sole purpose of helping you cross gaps that could kill you if you fell down, ending your Ultra-Nightmare run. Now pair that with the ♥♥♥♥♥♥♥ ♥♥♥♥♥♥ ledge-grabbing detection the game has.
https://www.youtube.com/watch?v=LEcTQ0WLtvs