He doesn't look like 13. You could just read Masters of Doom or any interview from the 90s and realize that John Romero wasn't some design genious who was out the make the most balanced 2.5D FPS in existance, but rather a Todd Howard of his day who thought that gore is cool and that ID's game should be more eXtreemee than any one else's. If they had believed in subtlety and craftmanship, they would've made a game called System Shock. But they didn't and instead they made Wolfenstein 3D and Doom, which were naturally infinitely more popular than System Shock because they were eXtreeemee and simple to play.
Original Doom was like Texas Chainsaw Massacre. The brilliance it had could not be recreated, so believing that the developers, who were mental teenagers who wanted to make the most eXtreeeme game possible with contemporary PC tech, were deliberately trying to make a design master piece is foolish. Luckily for them Doom happens to be one of those games where everything fell in place perfectly.
You're confusing intent with result. I don't think there's ever been a game design team which set out to create a masterpiece and then actually did it. Usually they set out to make a good game, and then somehow through a rare synergy of talent, event, flow of energy, whatever it is, it happens to be brilliant.
This was the case with Doom. Carmack's and Romero's maturity and social skills matter little. What matters is the objective truth that id software was a talented team, they set out to make a good game, and they made a brilliant, immortal masterpiece. One that doesn't still have an active modding community 20 years later (which is a millennia in computer years) because of its dated graphics, but because of how it _FEELS_ to play.
Capturing this FEEL was accomplished through a fragile balance of many variables, from player movement to monster movement to damages, reload times, monster-specific behaviors and their placement in the levels.
The combination like the initial members of id software staff does not happen often. It is very rare.
I know nothing about creator of Brutal Doom, except for the information they generously availed to me through the fruits of their labor. Which is their own vision, and no one can blame them for that. But I call them a run-of-the-mill teenager. because it's merely a compact way to summarize the retardation that oozes from Brutal Doom's every pore.
In many ways, Brutal Doom reminds me of Serious Sam. It is the end result of what happens when a multi-faceted game is re-interpreted through the filter of a flat, two-dimensional mind. It is the same transformation that occurred between Diablo 2 and Diablo 3, after Jay "fuck that loser" Wilson saw Diablo 2 as a mindless loot clicker, and set out to accomplish that, and no more than that.