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Welcome back to This Old Doom, where classic DOOM levels are inspected not for survival—but for their real estate potential. In this episode, we evaluate a highly secluded property with an unconventional flow that prioritizes privacy, compartmentalization, and discovery over straightforward navigation. Built more like a self-contained compound than a traditional layout, this space rewards exploration while challenging assumptions about how a home—or facility—should function. Using a custom-built point system, every item collected, threat cleared, and hidden space uncovered contributes to the evolving market value of the property. Starting from a clean pistol start, the walkthrough focuses on usability, atmosphere, and whether an unusual layout adds charm—or creates complications—for a potential buyer. As always, there’s no god mode, no speedrunning, and no shortcuts—just a methodical tour of a place that feels intentionally isolated from the rest of the world. Is this a hidden gem with character… or a logistical headache disguised as a home? 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 #E1M9 #MilitaryBase #KneeDeepInTheDead #SecludedPropertyWithUnusualFlow