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Welcome back to This Old Doom — Episode #30: “Rugged Hell Layout with Practical Design.” Today’s listing comes from Episode 4: Thy Flesh Consumed, where the maps start aggressive, stay aggressive, and somehow still manage to feel thoughtfully constructed. This episode showcases a level that’s surprisingly functional beneath the chaos: a lava-split layout, heavy use of vertical space, and a design that feels less ornamental and more purpose-built. It’s not flashy, but it knows exactly what it wants to be. Spoiler-free highlights: A central lava divide that shapes the entire floor plan Clear sightlines to major points of interest (including the exit) — even when you can’t reach them yet Lots of elevators, staircases, and layered interiors that reward methodical exploration Practical use of space over spectacle, with rooms that actually feel intentional A steady climb in property value driven by layout efficiency rather than gimmicks This is one of those Doom properties that feels oddly livable by hell standards: rugged, utilitarian, and designed with flow in mind — even if it’s still packed with danger. We’re officially settling into the rhythm of Thy Flesh Consumed now. Tomorrow’s episode pushes things in a darker, meaner direction, with a layout that lives up to its name. Thanks for touring. See you in Episode #31. #JohnWyattEdgar #JWEPlays #ThisOldDoom #DOOM #ClassicDOOM #RetroGaming #FPSHistory #LevelDesign #GameDesign #GamingWalkthrough #Completionist #UltraViolence #PCGaming #OldGames #VideoGameArchitecture #DoomMapping #GZDoom #SinglePlayerGaming #GamingSeries #RetroFPS #E4M3 #SeverTheWicked #ThyFleshConsumed #RuggedHellLayoutWithPracticalDesign