I played on UV.
I can appreciate each room is distinctive, and perhaps I am misnoming my perceived issue with too harsh of a vocabulary due to my inability to express what bugged me exactly in a nutshell.
As for cramped, uniform and generic, in regards to some areas i can agree, there were points where i was uninspired, but there were also areas i did try to create that would at least be memorable and distinctive enough for the player to be able to navigate without too great an issue. Granted there may be some inconsistencies but i didn't want the map to be too repetitive in layout.
It's likely the problem stemmed partly from the outdoor part connecting them all, with a bunch of doors and no distinct way, to me, to tell where to go at a glance. I would walk into a room, clear it, try to press any switch, step out, and after repeating the process multiple times I wouldn't necessarily remember which part I've been in and which part I haven't; and I think the problem is also that there's no direct visual connection (that I could see; if there is one, perhaps it could be more obvious or perhaps I wasn't attentive enough) linking what you're doing and what is happening outdoors, or to the overall map progress.
In my opinion, it's great to be able to flip a switch and instantly see something lowering through a window, or see a colored door of a certain color and later on spot the appropriate key right when entering a room; whereas while playing through this map I felt like I was just going through the motions trying everything until it worked with no clear understanding of the overall design behind the map. Kind of like a brute force approach that, ultimately, isn't satisfying, you know? Because I feel like a monkey pressing levers and hoping food will drop down into my box. :)
And again, perhaps I'm the one to blame, I'm not always the most observative person. To expand on what I mean by "cramped", adding to the above while not tediously so I did a double take every now and then navigating the inner rooms and that probably added to the macro level confusion due to my attention being focused on the micro level.
I didn't get to the part you show in the second screenshot so it's possible I missed the best parts of the map, too. I roughly cleared the "south" part of the outdoor area, got the blue key, got to a platform with 3 arachnotrons and that's about it.