Do you have ideas how to make level design more interesting and compelling ? (in japanese: omoshiroi

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Well, for starters, before you even begin to design the dungeon, you should first decide what the place is - what function it has or had. What reason does this dungeon have to exist. What goal are the designers trying to accomplish?
Inspired by action games is not a good starting place for a turn-based game. This map is mostly narrow corridors which does not fit very well at all with the style of D:OS 1 and 2A combat arenas and it fits ESPECIALLY POORLY with the "harmful-surface creating" combat of the game.
The value of verticality is also questionable since bridges which you can walk over and under are impossible in the engine. Some has been added back in with height bonuses for archers, and D:OS 2 makes plenty of use of varied height, but the game also usually encourages keeping your party together, and this design seems to make it difficult to go back and forth between areas of different height without a lot of backtracking.