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Welcome back to This Old Doom, where classic DOOM levels are evaluated not for combat efficiency—but for real estate viability. In Episode #13, we tour a striking facility defined by elevation changes, bold color separation, and clearly segmented zones. This property makes heavy use of vertical space and visual boundaries, creating a layout that feels intentional, structured, and surprisingly navigable—at least on paper. Using a custom point-based mod, every item collected, threat cleared, and hidden area uncovered contributes to the evolving market value of the property. Starting from a clean pistol start, this walkthrough focuses on how elevation, color-coded sections, and controlled transitions shape the overall experience—and whether they enhance usability or introduce new challenges. As always, there’s no god mode, no speedrunning, and no shortcuts—just a careful appraisal of a property that looks orderly, but demands attention to detail. Is this one of the most clearly defined layouts so far? Or does structure come at the cost of simplicity? The numbers will decide. Next episode: a massive property with even higher stakes awaits. #JohnWyattEdgar #JWEPlays #ThisOldDoom #DOOM #ClassicDOOM #RetroGaming #FPSHistory #LevelDesign #GameDesign #GamingWalkthrough #Completionist #UltraViolence #PCGaming #OldGames #VideoGameArchitecture #DoomMapping #GZDoom #SinglePlayerGaming #GamingSeries #RetroFPS #E2M4 #DeimosLab #TheShoresOfHell #ElevatedLayoutWithClearBoundaries