It isn't though, that's the problem.
Actually, it was. That's precisely the problem. Mindless killing? In my shooter? No wai!!!1
What the fuck are you talking about? As far as I'm concerned, Doom is the best game ever made. I play bullet hell shmups. I
fucking love mindless killing. If there was a MindlessKillingCodex I'd post way more there than I do here.
What I don't like is stuff that's boring, and Quake 2 is boring. I've elaborated on this in this thread before, and DraQ (although I don't agree with everything he says) brings up a couple more points that I missed, such as long 'I'm going to shoot you now' animations (ie. FIND COVER OR YOUR MOLE WILL BE POPPED signals) and the fact that the preponderance of hitscanners leads to proto-popamole gameplay. If you think shooting boring enemies with boring weapons while hidden behind a wall is fun then more power to you, I guess.
Yeah look, no. Some vague similarities in the level design aside (and frankly you're stretching it there; Q2 is very square compared to Doom, probably because of the whole realism thing, and the locations are usually pretty small and linear; I didn't get lost at all during my recent playthrough. Which would be the first time I've touched the game since 2000, so, you know), the gameplay is entirely different, and, yes, it's popamole. This is closely related to the enemy design - in Doom, only three (comparatively; I'm inclined to think the CG'er had a little too much health given their potential damage output, but whatever) weak enemies used hitscan attacks. In Q2, hitscanning is the order of the day and was frequently an enemy's only effective attack - consider the gunners (?) and their shit GL attack, which basically never hit you - and isn't even z-aware if I recall correctly. I guess D1 and Q2 are similar in the sense that the enemies don't really require different tactics to kill, but D2 really upped the ante in that regard (and even includes some different AI routines for the AV and Revenant). Overall, though, Q2 is about cover and Doom is about dodging. Couldn't be more different at their cores.
As for the weapons loadout; well, sure, they're the standard id weapons. I'm pretty sure Rage used them too (based on gameplay videos I've seen, anyway); does that make Rage a spiritual sequel to Doom? Anyway, The problem is they all have overlapping niches, as I implied before. The weapons
replace one another; the SSG makes the SG basically redundant (except at range; but even then you're far better off using the MG or HB or RG), the HB makes the MG redundant (the only reason the CG doesn't do this too is ammo conservation issues; the CG is also grotesquely OP), the RL makes the GL redundant (not that the GL was ever dundant; throwing the Gs by hand was just as useless and it's available to you much sooner). The SSG in Doom does this to some extent but it's spread and slow reloading time still allows the SG some minor use. Then there's the pistol, of course. Other than that, the weapons have very clear niches (actually, even the pistol has a metagame sort of purpose to it - 'you failed, your penalty is getting stuck with this thing'). Again, very different in terms of design.
So, yeah. Not a lot in common with Doom really. Certainly not a 'spiritual sequel'.