St. Toxic said:
I just don't see it. Are you talking about large areas or pathway structure? Doom had alot of levels that were interconnected, sometimes going for a more oval approach, or having a central section that became the chokepoint for exploring the rest of the level, with the cityscape level being one of the few level where you were actually walled in on a big plane, with buildings in the middle of the level, some allowing non linear exploration (most not). IIRC there was a Castle-level as well, based on the same premise, but more linear.
Bioshock started off with a linear decent into the facility, with the only deviation being several optional areas, but after getting to the medical section it practically adopted the level design straight out of Doom, obviously without providing any enormous fields (because that would be queer in an underwater facility). From then on it was Central Hub -> Areas of interest -> Pipelines between areas (sometimes not). In fact, I remember thinking "Sort of reminds me of Doom." when I played it. The park-like area in Bio, for instance, is an interconnected maze, where the sections often connect via alternate routes, a central hub connects to all sections and a water-walkway flows via the central section into several areas.