Something I kept in mind when making the layout was to make the turns sharper instead of curved. This invokes a sense of danger in players, as they don't know what might await them when they go past the corner.
I wanted the players to see their final destination, thus when a player turns at the first juncture, they can see the castle in the distance.
There is loot hidden across the level, encouraging the players to explore.
You get a good view of the town section from an elevated point at the castle entrance.
There's a mini-boss encounter the moment you enter the castle.
Some doorways can only be opened from the other side, so players need to find their way to the other side.
There are multiple checkpoints throughout the level.
At the end of the level, we come across the final boss. We need to defeat them to complete our objective.