I thought about a bit and figured that since the ground level is intended to use for sneaking and flanking, I could move the ground up to second floor height and turn the vital ground-height passages into underground tunnels. I lifted the ground displacements and took a look around, and.. Well, with a bunch of rebuilding, I could turn it into a pretty normal, Harvest-like map.
The problem is, it just feels boring and generic. The balconies, catwalks and general verticalness was what I enjoyed in the map.
You're a veteran and I'm a noob and all that, and I really shouldn't be arguing about map design with you, but.. Is an unconventionally 3-dimensional map really such a terrible thing? Nucleus has approximately the same max distance between playable areas both vertically and horizontally (and unlike my map, it has sightlines that stretch almost all the way through), but that's a perfectly enjoyable map.
I should definitely change the layout to kill some sightlines, expand the map horizontally and add a spawn courtyard, but is there any way I can keep the three-level center with my dignity intact?