Inspired by an upside view of my really small first apartment. The idea was to have the player moving and fighting ghosts in tiny spaces.
Every room has two access points to make sure that players always have a way to move out of a space if their entry point is blocked, which is a common design pattern in every map. The only exception in this one is a tiny area in the top center. That one-exit-hallway has a pickable point at the end to force players to evaluate the situation and choose when is the best moment to get in and pick that point.