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Welcome to This Old Doom, and welcome to a brand-new neighborhood. In Episode #10, we officially move beyond familiar territory and begin our tour of The Shores of Hell. This refined outpost introduces a striking change in atmosphere, featuring dramatic visual transitions, bold architectural statements, and a layout that leans heavily on movement between distinct spaces rather than traditional room-to-room flow. Using a custom-built point system, every item collected, hazard cleared, and hidden space uncovered contributes to the evolving market value of the property. Starting from a clean pistol start, this walkthrough focuses on circulation, staging, and how well a design built around teleportation and elevation changes holds up as a real, sellable location. As always, there’s no god mode, no speedrunning, and no shortcuts—just a careful evaluation of whether scenic transitions and dramatic flair translate into long-term value. Is this outpost a bold upgrade… or a risky departure from proven design? The numbers will decide. Next episode: a property with very different priorities. #JohnWyattEdgar #JWEPlays #ThisOldDoom #DOOM #ClassicDOOM #RetroGaming #FPSHistory #LevelDesign #GameDesign #GamingWalkthrough #Completionist #UltraViolence #PCGaming #OldGames #VideoGameArchitecture #DoomMapping #GZDoom #SinglePlayerGaming #GamingSeries #RetroFPS #E2M1 #DeimosAnomaly #TheShoresOfHell #RefinedOutpostWithScenicTransitions