Hmmm, I'm not so sold on signs, there were no signs and coloured stripes etc in the movie. I think that once you get used to the layout there will be no need, once the mini map is improved that will help. Also remember there will be statics littering the place so some of these may be distinctive enough to give you a clue as to your whereabouts in the base. Also the more fully detailed final corridor models will most likely become distinctive enough to help you figure out where you are. I always use this as an example but I'll use it again here, just think back and remember how much of a maze Mos Espa was when you first played it, and now think how easy you find it to get around the place (though I have to admit sometimes I'll take a wrong turn and occasionally get lost in there even now
). The point is once you've played it a few times and explored a little you'll get to recognise the difference between the corridors and get used to the layout.
I might put a few subtle signs in there like the xenomorph/biological warning sign on the cell door where the captured Wampas are kept.
Coloured stripes on the walls or floor is a definite no no. This isn't Stargate Command.

Anyhow, stay on target...
*Points below.*
FSDev| TALON wrote:1) How is the layout? Is the base too big? Too small? Too complex or confusing? Enough different specific locations etc?
2) Are the corridors and rooms and hangers fun to battle in? Are the small corridors too tight? Or just right? Are they conducive to fun combat scenarios? (remember there will be more cover in the form of crates and various other statics than we have in there now)
3) Perform organised defence and assault scenarios on the base's key locations (Hanger 7, Ion Control, Command Centre & the Transport Hanger) with varying numbers of players. Are these areas too easy/too hard to defend/attack? Do you like the layout of these key locations in how they relate to the defence and attack of these locations?
4) Perform the same sort of scenarios on the secondary features such as the various corridors and rooms such as the Medical Centre, Briefing Room & Emergency Exit corridor amongst others and provide feedback on how they play in combat.