Lol....generalnmx knows so little about 3D engines, it's hard to know where to start.
Doom uses what is called a Raycasting engine. The levels are defined by vectors, which is why it is often called 2.5D. Each enclosed vector shape is called a sector and can have an independant height value. As for the "billboard" remark and the scaling stuff, that's WAY off. I speak from experience, having worked with the BUILD engine for several years.
As for ""Real" 3D is comprised of models with multiple textured polygons and terrain matricies. ", wow that's incomprehensible. You seem to have a basic conception of what true 3D is, but no knowledge of the math behind it with which to articulate this basic, vague understanding that you have.
What you doubtless are trying to say is that polygonal worlds are comprised of three dimensional geometry comprised of "polygons", filled triangles generated algebraically by a system of linear inequalities. This is truly 3D because every vertex has three values for position and the entire level can be rotated around the player and such, wheras a raycasting engine forbids such things due to the way the levels are rendered. You could never turn a racyasted level on it's side, for instance, whereas you could do just about anything like that to a polygonal world.
Confusing, yes, but "the more you know" and all that.