The bridge causes a lot of overdraw (like, really a lot), but the worst thing for performance is that pretty much the entire map is made of two-sided lines. Look at
this. The engine has got to process every subsector and line segment that is in the field of vision, even when they're not actually visible (because of height differences, for example) until it meets a one-sided line. So you can guess the effect for performances when you have that much open space.
As a point of reference, the Doom Wiki lists these statistics for the map:
Linedefs 26731
Sidedefs 49467
Now if I'm not too bad at maths, that means that there are 3995 one-sided lines and 22736 two-sided lines. (22736*2=45472 sides, +3995=49467, checks out.) That means that the level is over 85% two-sided! Even worse if there's sidedef compression going on, because then the real amount of sides is even larger, which means even more two-sided lines and even one-sided ones.
All this digression to say that even if you simplify the bridges considerably, the level will still cause performance problems.