Ah, I see.
Well, to be honest, this is not something I would do... Not because it's wrong, but because I have no idea how it would work in practice. I stick to simpler, more predictable designs, because I can understand how to use them and what to expect from the AI. But it doesn't mean your idea is wrong.
Still, the least change I'd do is adding links to the outside world. I understand you don't need the AI units to leave the compound, but it also undermines their unpredictability.
Would you mind if I eventually use this map in the X-Com Files?
Feel free to use it in X-com Files.
Ok, i remade the routes for a more aggro version. Less about patroling and more about trying to leave the map eventually.
I didn't put any flying routes this time because my mouse wheel is broken and it's annoying to click every time i want to change a level, but if you use it for a cultist base it shouldn't matter.
+fixed weird looking forward facing corners, i guess i forgot to place the actual corners(i thought 2 walls would make one automatically but then noticed the separate corner prop in a map editor)
Also put a small bonus map inside.