Thanks for the honest feedback! I see your point regarding the current layout. To clarify, I’m not aiming for the entire game to be claustrophobic. I’m actually designing the map to have a contrast: the general areas are meant to be open and wide for tactical movement, just as you prefer, but I’m planning to use specific, key locations for those tight, claustrophobic encounters to create tension. It’s all about pacing the experience. Your take on 'action-first' versus 'environmental storytelling' is really helpful, and I’ll definitely keep that balance in mind as I refine the level design.