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Welcome back to This Old Doom, where even the most hostile industrial complexes get a proper walkthrough. In Episode #16, we tour a heavily fortified property defined by thick boundaries, controlled entry points, and a layout that feels purpose-built for defense. This is a space that wastes no time throwing you into the action, with strong sightlines, compartmentalized zones, and a structure that clearly prioritizes containment over comfort. Using a custom point-based mod, every item collected, threat neutralized, and hidden area uncovered feeds into the evolving market value of the property. Starting from a clean pistol start, this episode focuses on how fortress-style design affects flow, survivability, and long-term usability—and whether all that protection actually adds value. As always, there’s no god mode, no speedrunning, and no cutting corners—just a full inspection of a property that feels secure, intimidating, and surprisingly lucrative once it’s cleaned up. Is this a defensible stronghold worth the investment… or a maintenance nightmare hiding behind thick walls? The numbers will decide. Up next: the tour continues toward one of the most iconic structures in the series. #JohnWyattEdgar #JWEPlays #ThisOldDoom #DOOM #ClassicDOOM #RetroGaming #FPSHistory #LevelDesign #GameDesign #GamingWalkthrough #Completionist #UltraViolence #PCGaming #OldGames #VideoGameArchitecture #DoomMapping #GZDoom #SinglePlayerGaming #GamingSeries #RetroFPS #E2M7 #SpawningVats #TheShoresOfHell #OpenHellPropertyWithMultipleVistas