While this does seem like a good idea, I can see several problems arise with it. Unless these hallways led to areas where Normals/Bosses would actually want to go (ie capture point), it doesn't seem like it would be all that useful, as people would just see the hallway as a deathtrap with no purpose for getting to the other side. The other problem could arise with camping said hallways. Waiting for some Normals to pile in, then shoot it, and vice versa.
OT: My dad actually made DM maps for the original Half Life, and he actually made a map with that exact idea implemented in it. So that's purty cool
All hallways that could be sealed off will have a secondary route deeper into the arena making sure that players can still access it from both sides if they avoid being sucked in. And ideally these areas should be focal points among the hallway system.
The original plan was to make a more extensive network of hall paths, going from the bottom of the hangar to the top. But brick limit was an issue. Do to mod terrain and the brick limit having been upped to a million bricks I can now go about making what was originally planned. Not one hangar but two, and a large room with the ships core. The boss is trying to capture said core from a station right in front of it. The design will make it sort of a hunt through the halls for the boss where the boss is able to ambush them at anytime. Thus players having to work together and force him into the open of one of the three main areas.
You will already have deduced the fact that the size of the halls is the main problem with this, the original hangar had this problem also with Mocheeze so to fix it I am increasing the hallway size to where a boss could be surrounded but not being in physical contact. With some distance in between for projectiles and what not. The hallways were always meant to be quite airy in size. Fortification of the halls is something the players will have to do. But with there being multiple hallways to the same location making it improbable to fortify each one the question shall arise of "where should we look." The whole map is an opportunity for the boss to take off players one by one or in great swaths. This balances out for the maps small size being completely interior.
I like to think the key to a good arena is giving players the opportunity to try different fighting styles. From up close, to a distance, to being hidden, the map design of the hangar shall encourage players to try each of these things with locations where fighting that way is best suited.