Every bad experience with navigating a level is because of shitty level design. Every bad experience with "I don't have enough health, I don't have enough ammo" is because of shitty level design.
Go back and play Blood, or Duke Nukem, or Doom, and pay careful attention to the way that the levels are made. It's vastly, vastly different than the funhouse rides created for modern shooters.
Duke Nukem? Doom? If your standard for good level design is Duke Nukem, then the conversation is over, with the conclusion that we have different quality standards.
I played Duke Nukem as a teen, with truckloads of time on my hands. While fun, the game requires teen-levels of free time to get unstuck here and there. Nowadays I would definitely not spend the time I did.
Make a level big enough and people will get lost. Different people will get lost in different points. So, the solution is to either make smaller levels or to lock out areas. Even Fallout, a master piece for these games, closes out areas in critical puzzle points so it can reduce search space.
Every bad experience with navigating a level is because of shitty level design. Every bad experience with "I don't have enough health, I don't have enough ammo" is because of shitty level design.
Go back and play Blood, or Duke Nukem, or Doom, and pay careful attention to the way that the levels are made. It's vastly, vastly different than the funhouse rides created for modern shooters.