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Welcome back to This Old Doom, where even the most sprawling hellscapes get a full real-estate inspection. In Episode #15, we evaluate an expansive property defined by open sightlines, layered pathways, and a layout that constantly reveals new vistas as you move through it. This is a space that thrives on scale—wide courtyards, branching corridors, and long visual connections that make the property feel massive, atmospheric, and slightly overwhelming. Using a custom point-based mod, every item collected, threat cleared, and hidden area uncovered contributes to the evolving market value of the listing. Starting from a clean pistol start, this walkthrough focuses on how openness, backtracking, and visual depth shape the experience—and whether a property this large can remain navigable without losing its identity. As always, there’s no god mode, no speedrunning, and no cutting corners—just a methodical inspection of a place that rewards curiosity while testing patience. Is this an elite open-concept hell property… or an architectural maze with too many sightlines for its own good? The numbers will decide. More properties from The Shores of Hell are still ahead—stick around. #JohnWyattEdgar #JWEPlays #ThisOldDoom #DOOM #ClassicDOOM #RetroGaming #FPSHistory #LevelDesign #GameDesign #GamingWalkthrough #Completionist #UltraViolence #PCGaming #OldGames #VideoGameArchitecture #DoomMapping #GZDoom #SinglePlayerGaming #GamingSeries #RetroFPS #E2M6 #HallsOfTheDamned #TheShoresOfHell #OpenHellPropertyWithMultipleVistas