I rather like it.

One observation though, there's the one room with what looks like 4 beds, in the lower central portion - it looks like a pretty high traffic room to have as sleeping quarters.
You need to go through there to reach a fair portion of rooms and stairs, and no door to the north corridor makes it seem like more of a hallway. Unless that's intentional, in which case, ok!

I love the texturework though, it's very consistent throughout and sets a definite tone of "rather be somewhere else if i had a choice". I'd be happy to use that in a campaign (either as a GM or a player).

I really like the addition of the room with the ruined floors - It shows off the fact that there's a subfloor, helps explain the gratings (at first i thought it was odd they would be there) and to me it shows there's LOTS of opportunity for trapped floors (is that what the circles are?) and hidden crawlspaces and the like..