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Also the corner where the big weld hitpoint door is. It's like a magical peekaboo spot. :D
Zeds following you to that corner will turn around and go back the other way if you venture out of their sight there.
Other than that I'd say it's just way too big. If the open bit with the fountain was the furthest it went and you made use of doors in the area you had left, it would be about right.
Consolidation is the key to this one.
There is some atmosphere to be had though^ There's potential there.