Hello FilmGamerJ,
why confused? Well I check out many raycaster fps with retro asthethics and/or are limited to the "wolf3d engine" gameplay wise and world building. Tbh even the wolf3d engine could have handled more than "one tile" in height. If that makes sense? The limits itself were set by the fact - that devs in the old days werent aware ( or maybe lack of creativity) because it was all about shooting enemies. So they thought. But within the limits carmack could have easily done said "tiles" differ from 32x32 (pixels) to example 64x32. Then you get a wall twice the height. Rott did this and its the improved wolf3d engine. I noticed you could do a lot more gameplay wise than get key A and find Door A. Most wolf3d clones get fast boring because lack of gameplay insights.
Why no one ever did a lot more than the usual goals? I think of NPC following you and maybe they can open a specific door. I think of doors opened by a switch on the floor. I think of moving lasers vertically or horizontally. I think of more than one floor texture per level. I think about glassed windows. I think bout doors that ARE actually 3D with a depth on the sides. And so on. As for different wall heights and ceiling heights it can be easily achieved.
Sorry for the long answer and not even answering your question.
Yes Hellwomb look so nice but its a bit on the unplayable side. In fact all games made in this engine suffer from that. I try to make the game better. And i made my own engine and i want improve on my coding!