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Welcome back to This Old Doom, where not every property wants to be sold. In Episode #14, we tour a notoriously hazardous complex defined by tight corridors, stacked vertical spaces, and a layout that seems actively hostile to first-time visitors. This is a property with winding interiors, sudden elevation changes, and constant line-of-sight challenges—one that demands careful movement and a steady hand just to stay upright during the walkthrough. Using a custom point-based mod, every item collected, threat cleared, and hidden space uncovered contributes to the evolving market value of the listing. Starting from a clean pistol start, this episode focuses on survival, navigation, and how vertical design can both elevate a space—and make it an absolute nightmare to maintain. As always, there’s no god mode, no speedrunning, and no editing out mistakes. Just a full, honest inspection of a property that looks impressive on paper and brutal in practice. Is this a premium command facility… or an architectural liability waiting to happen? The numbers will decide. Next episode: the tour continues deeper into The Shores of Hell. #JohnWyattEdgar #JWEPlays #ThisOldDoom #DOOM #ClassicDOOM #RetroGaming #FPSHistory #LevelDesign #GameDesign #GamingWalkthrough #Completionist #UltraViolence #PCGaming #OldGames #VideoGameArchitecture #DoomMapping #GZDoom #SinglePlayerGaming #GamingSeries #RetroFPS #E2M5 #CommandCenter #TheShoresOfHell #WindingInteriorWithVerticalInterest