I love the art--the enemies and the splash are great, but the map--the MAP. It's so evocative to me of SNES/Gameboy maps in the best way. It really inspires me as a Warden to frame the whole thing around some eerie midi music. I think your layout is clear, the module is easy to read, and your color-coded and keyed information helps draw connections between the map and the descriptions, the clues and the convicts.
My main criticism centers around the players' objective. I really like the gameplay you set up with these 3 dangerous inmates, and how the players will have to unearth the clues to pick out the right one. But why can't they just take all of the prisoners with them? In the end it's probably a fairly easy solve: the surgery room can only manage one surgery, or something similar, but I can see that having a knock-on effect of that room becoming the center of the interactions as the tension ramps up.