The point was that it looks complicated, when really it's CS:GO's version of de_inferno, much like that Doom map.
uh yeah, pretty terrible example when you highlight all of the unnecessary fluff in that map. take away all of the pillars and such in E1M6 and you'll still get a more complicated outline than most games today.
but de_inferno is also perfect example of what modern games AREN'T doing in terms of level design.
if we look at the corridors only, it looks almost similar to E1M6, if a bit simplified.