My idea for my first game

Permadeath can be fun if you approach it properly. For game like Doom it’s not the best idea, unless you procedurally generate levels which is hard to pull of for the first person shooter. General principal with permadeath games is to have a game mechanics which is hard to completely grasp and learn fully in few hours (Cataclysm DDA is a good example). The other part is to have more or less clear indication to why player failed, like behavior of enemies should be predictive enough to be able to learn their movement patterns (Dark Souls is a good example). If you want to have traps in levels then there should be a way to see them and avoid if player is being careful. The idea is to make a progression through levels and game mechanic in such a way that it’s relatively easy to deal with situations which player already confronted and because of that get a bit further and further on every replay. Practically speaking this is something that is very hard to do as it requires a lot of coding for gameplay specific code. This is why majority of good example of permadeath games are 2d or even asci based.
If you want to learn more search for permadeath articles on gamasutra and gamedev.net