Thanks for the nice comments.
Not seeing enemies in adjoining rooms is definitely an issue - I nearly hit the banyan tree saw making the video. I have quite a lot of control over how the camera behaves in a certain space - it has its own collision map. Some rooms need the camera locking otherwise it feels really odd. Other parts of the map it can flow more freely.
The zoom level is controlled by the player at the moment. My plan is to use it as more of location based effect at certain points on the map where the wider view is more interesting - the ledge over the front door, the top of the watch tower, the yacht, top of the megatree, for example.
Because of the way the flip screen works in the original I've had to make edits to the map to make staircases line up. Where the map itself doesn't line up I've had to move rooms from the roof and put them in the basement - "Down on the Battlements" 😁 - it seemed a zany enough idea to work in this game although the whole Hunchback joke is now somewhat lost. I've also added in a couple of rooms from JSW2 and one from Manic Miner to get it to all line up. I've added platforms here and there to allow the player to explore more freely. "Rescue Esmerelda" is now accessible from "Emergency Generator" for example. I'm considering adjusting "The Security Guard" and "The Wine Cellar" to allow exploring the basement in either direction.
That TileMap app is really interesting! I didn't know about that. Funnily enough Starquake was another game I was considering giving the same treatment.