It's like the previous book on Wolf3D, "an engineering book", so there ought to be enough detail to recreate your own version of Doom. Furthermore, your own version of Doom on the original hardware it was made for. For Wolf3D, that would be the 386. Of course you're more likely interested in recreating for modern hardware, in which case the book should still be applicable, but some things they had to do will be different, and some things you'd have to do would also be different -- probably less work for you to get to the same place.
https://jonathanwhiting.com/games/knossu/ is an example of "What can you do with a Doom style raycasting engine if you're tired of realism and shooting things?" I don't know where the author would have learned about Doom's techniques (perhaps just looking at it, perhaps the source code, perhaps .plan archives, or perhaps Fabien's earlier review here with included further reading at the end: http://fabiensanglard.net/doomIphone/doomClassicRenderer.php ) but there's definitely other resources out there. I'd recommend the book though just from having read the previous one.
https://jonathanwhiting.com/games/knossu/ is an example of "What can you do with a Doom style raycasting engine if you're tired of realism and shooting things?" I don't know where the author would have learned about Doom's techniques (perhaps just looking at it, perhaps the source code, perhaps .plan archives, or perhaps Fabien's earlier review here with included further reading at the end: http://fabiensanglard.net/doomIphone/doomClassicRenderer.php ) but there's definitely other resources out there. I'd recommend the book though just from having read the previous one.