If you knew what was going on under the hood, yeah it's very impressive. Taking a fixed-pipeline shader based game and porting it to modern WebGL isn't easy.
Can you talk a bit about the biggest problems you faced?
Also, I'm a bit familiar with the doom 3 code, and the loading a 400mb pk4 file issue can easily be fixed by extracting it and loading/streaming the necessary stuff for each level and such.
Getting things working on platforms other than originally intended is really hard. Nice work!