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Welcome back to This Old Doom, where classic DOOM levels are evaluated not on difficulty—but on their real estate potential. In this episode, we tour a striking facility built around a strong central hub with clearly defined wings branching outward. The layout immediately establishes hierarchy and flow, offering excellent visibility, controlled access between sections, and a balance between open communal areas and more specialized zones. Using a custom point-based mod, every item collected and every threat cleared contributes to the evolving market value of the property. Starting from a clean pistol start, the walkthrough focuses on circulation, adaptability, and how well this centralized design supports both operational efficiency and potential mixed-use scenarios. As always, there’s no god mode, no speedrunning, and no shortcuts—just a careful assessment of whether thoughtful layout and structural clarity translate into real value. Is this one of the most architecturally coherent properties so far? Does a strong central design make it more desirable—or more demanding? The numbers will decide. Next episode: the tour continues. #JohnWyattEdgar #JWEPlays #ThisOldDoom #DOOM #ClassicDOOM #RetroGaming #FPSHistory #LevelDesign #GameDesign #GamingWalkthrough #Completionist #UltraViolence #PCGaming #OldGames #VideoGameArchitecture #DoomMapping #GZDoom #SinglePlayerGaming #GamingSeries #RetroFPS #E1M7 #ComputerStation #KneeDeepInTheDead #CentralizedLayoutWithDefinedWings