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Thanks for your feedback.

Making the main corridor very linear and recognisable was a design intention to help the player find their way through the building more easily. Thanks for pointing out it didn't work for you, I will try to think of a way to make it even clearer.
As for the empty windows, one of the goal we were aiming for was to reproduce the look of the 90s shooter games (doom, quake, duke nukem, ...) with a really blocky architecture.