They should have given Romero Most promising newcomer.
SIGIL is probably one of the best _Doom_ experiences since "Doom the way id Did". Too many modern maps lean heavily on limit-removing ports, and other modern features, and lose the sine qua non that made Doom unique and special. They eschew the radically unreal lighting and abstract-but-familiar level design to push the engine towards realism, and consider hardness to be a factor of enemy quantity and not the complexity of the situation.
I'd rather be dying because I was sniped while low on health and fending off a lone imp than find myself circling an insufferably large swath of enemies, soaking them with BFG blasts.
I think the last I played was Sunder[0]. Good times.
Boom-level limiting removing ports and WADs are not that distinct to for example, Memento Mori, Requiem or Scythe.