I feel he's stepping his way to that, but Quake is an entire other world of complexity from DooM (which is simple enough that a 400+ page book can "explain" it and the OS and the computers it ran on).
Andre Lamothe's "Tricks of the 3d Game Programming Gurus: Advanced 3d Graphics and Rasterization" is a great book for anyone interested in graphics programming from those days.
There's also the columns he wrote for Dr Dobbs' Journal during development. They're like an expanded, illustrated version of GPBB chapter's first half. https://www.bluesnews.com/abrash/contents.shtml