I'm not an expert, but I finally tried some basic mapping in DOOM recently. First, I wanted to answer my own questions: "how important is compatibility to me?" and "how many features am I going to use, and do they make it easier or harder to map?" so that I didn't invest lots of time in things that I ultimately didn't want to use. What I found most helpful, to start, was a thread over on Doomworld explaining the various DOOM map formats:
https://www.doomworld.com/forum/topic/1 ... does-what/
There are many other threads about the matter with different bits here and there as DOOM map format history (including Hexen) is a complicated story. But the good news is that UDMF is pretty simple to work with.
As Kappes says you can invest tons of time in learning DOOM, although I think UDMF and modern ports mitigate it a bit. But it is good to know, for instance, that vanilla DOOM was not designed for modern square pixel video graphic outputs. But it probably doesn't matter unless you are extremely interested in compatibility.
Then I went rapidly through building (or at least attempting) some of the advanced features to see what I needed / what I could tolerate. Helping me along were tutorials on YouTube by "The Lazygamer" such as:
https://www.youtube.com/watch?v=hR4sI24 ... b&index=25
I found the current version of Ultimate DOOM Builder very helpful. Owing to the nature of DOOM mapping, it's not easy and intuitive to build wild 3D features (like bridges, especially multiple bridges over each other), but the plug-ins (like the arc tool, again) make it much easier to build out these features. There are also some other very cool tools that let you build modern-ish features in a "less painful" way, like terrain generators -
https://www.doomworld.com/forum/topic/1 ... c-27-2020/
Everything else is personal preference, though I recommend especially taking a look at the semi-joke mapping project that became a Cacoward-winning megaWAD, 50 Shades of Greytall:
https://doomwiki.org/wiki/50_Shades_of_Graytall for good examples of how to be creative in DOOM with very strict aesthetic limits.
Good luck!