head to head
Half-Life 2: Deathmatch asks more than DOOM (2016), and the gap is reads.

Execution · Pure Mechanics
Push-forward arena FPS where movement and aim are the whole game.

Execution · Pure Mechanics
Tests twitch aim and physics-prop improvisation against human opponents.
DOOM (2016) leans Execution (Pure Mechanics); Half-Life 2: Deathmatch leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Half-Life 2: Deathmatch
Aim, movement and gravity-gun catches decide every duel
Half-Life 2: Deathmatch leans clearly harder on reads.
DOOM (2016)
Demons scripted attack patterns.
Half-Life 2: Deathmatch
Predicting human spawns, dodges and prop throws matters constantly
Half-Life 2: Deathmatch leans a little harder on variance, though the gap is small.
DOOM (2016)
Minimal encounter randomness.
Half-Life 2: Deathmatch
Physics props add minor situational chaos
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Half-Life 2: Deathmatch
Weapon spawns and map control are learnable layers
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.