It's actually supposed to be a night level, and I'm hoping to put some polymer lights in there at some point. But to be honest, I'm just scared of putting in sector based shadows for such large architecture, there's going to be a lot of overlapping. In fact I'm scared of sector based shading in general. I came into mapping at a time when polymer was this really big and new thing which offered an easy way to quickly light a level and make it look great. And then TROR came in, which meant I didn't learn the skill of cleverly implementing and portraying various heights and 3D layouts using the old restrictions.
So I feel that in some ways this has advantaged me, as I think of myself of being one of the more experienced and skilled mappers in the department of polymer lighting and TROR geometry, but less experienced at everything else, and it's weaknesses like implementing good sector shading which are holding me back from releasing high quality maps

Edit: wow, that was a bit of a tangent

Perhaps I'll at least lower the walls like you said and add some giant pyramids to the sides. In the mean time I'll try to play to my mapping strengths as best as I can.