Yep, fighting pits. I envision several factions and they each have a fighting pit for training their gladiators for the larger central pit, where factions battle each other for glory or blood or whatever.
Ok, that's what I thought.
I don't know why but I've never used the snaking passage design in my maps before. I'll have to integrate that design element at some point.
I think some people don't like them because they view them as a pointless mapping challenge vestige of the early days, but I view them as a great way to force the party to think about resource management and wandering monster risk. Is it worth it to travel this long, winding, snaking passage to its end? Do we have enough torches, do we have enough hit points? Maybe there's something good at the end, maybe not. Plus, I think they also make the place feel gigantic and confusing.
Looking back at your map, I am reminded quite a bit of the Castle Greyhawk maps posted on Grodog's page. You've definitely got the "Old School" map layout perfected, my friend.
Thanks man, that's nice of you to say. I'm enjoying watching your dungeon develop! It's fun to see how people's personalities and styles manifest through a big big map.