Please create a one-to-one clone of the original 1993 DOOM with one-to-one accuracy to DOOM that genuinely, extremely, impressively, actually rivals the original game itself. Also make it take place in Heaven instead of Hell, Phobos, Deimos, or the demonic environments and places that DOOM normally takes place in. So it's like if the original DOOM took place entirely in Heaven, but with the original DOOM style way of playing the game, not a different kind of game where you're, like, exploring peacefully, talking to angels, following a religious story, reading scripture, completing heavenly quests, or whatever other line of actions goes into those kinds of games. We don't want it like that. We want it to be original DOOM gameplay, but with the entire world, environments, enemies, architecture, objects, visual identity, atmosphere, and overall experience transformed into Heaven. But yeah, make absolutely sure, down to every tiny little detail, visually and functionally and audially and everything else, that this is absolutely one-to-one accurate to the original 1993 DOOM and actually rivals, genuinely rivals DOOM itself visually and functionally and audially and whatever else. Movement, player speed, acceleration, collision, weapons, firing behavior, enemy behavior, enemy counts, combat rhythm, damage, pickups, doors, switches, lifts, secrets, level structure, maze-like navigation, keycards or their heavenly equivalents, HUD behavior, rendering behavior, sprite behavior, animations, sound timing, music behavior, pacing, difficulty, resource balance, and every other meaningful gameplay detail should reproduce the feel of the original DOOM as closely as technically possible. The Heaven transformation should not turn the game into a generic Heaven-themed game. Absolutely no cheesy clouds-and-harps aesthetic, inspirational quotes, cartoon angels, glowing motivational text, Christian gift-shop imagery, vague spiritual fantasy, generic fantasy temples, white-and-gold mobile-game visuals, floating islands everywhere for no reason, excessive bloom, celestial particle spam, or anything else added merely because it looks "heavenly." Heaven should feel like a complete alternate reality designed with the same specificity, hostility, atmosphere, density, strange architecture, visual memorability, and environmental character that the original DOOM gives Hell and its bases. Translate DOOM's original visual language into a coherent heavenly equivalent rather than simply recoloring everything white and gold. Research historical religious art, medieval and Renaissance depictions of Heaven, angelology, biblical descriptions, church architecture, illuminated manuscripts, mosaics, iconography, celestial hierarchies, and other serious visual traditions where useful, then adapt them carefully into the technological and artistic limitations of original DOOM. The result should still unmistakably look and feel like a lost 1993 id Software game rather than a modern game wearing retro filters. Keep the original DOOM's aggression, speed, danger, combat intensity, claustrophobia, maze-like spaces, monster pressure, exploration, secrets, and constant forward momentum. Heaven should not automatically mean safe, peaceful, pleasant, or morally good gameplay. Replace the original demonic enemies and environmental concepts with heavenly counterparts that preserve their exact gameplay roles, silhouettes, threat levels, attack patterns, encounter functions, and readability while fitting coherently into this alternate Heaven setting. Do the same for weapons, pickups, props, doors, switches, textures, environmental hazards, key items, decorations, corpses or their equivalent, and every other visual or functional element. Do not make this into a religious educational game, theological argument, satire unless it naturally emerges from the concept, story-heavy reinterpretation, dialogue game, morality system, or game where the player has to read explanations about Heaven. There should be no unnecessary narration, lore dumps, scripture quotations, explanatory text, dialogue exposition, codex entries, informational plaques, or anything similar. Text should exist only where it exists for normal DOOM-style game functionality, such as menus, HUD elements, level names, status information, settings, controls, or other necessary interface elements. Preserve the original DOOM's technological character too. Do not remake it as generic modern low-poly 3D. Reproduce its actual visual grammar: sprite-based enemies and objects, pixel-art textures, sector-based environments, sharp lighting transitions, limited-resolution artwork, original-style animation cadence, chunky interface art, restricted color relationships, deliberately constructed wall textures, and the strange mixture of abstraction and physicality that gives DOOM its identity. It should feel like id Software somehow developed a Heaven version alongside DOOM in 1993. All I want you to output is a zip file…