Ye it's been abandoned a couple centuries or so, gonna be trying to make use of rubble/cave-ins a fair deal and just try to make it apparent which ones are full stops and which ones aren't... There's also some "corruptive magic bullshittery" going on which I've previously established can warp shit in weird ways, which is another fine "out"/explanation, I've just gotta let myself actually use it as such.
Working on filling out some more factions to get the place a bit more populated, not entirely sure what to plonk down in the common residential area as it's relatively close to the side entrance to the dungeon, which is the one Old Man Plotgiver has been sending plucky adventurers into... So potentially keep it fairly clear and just scatter in a few "dungeon ecosystem" mobs like mimics and such since this is the area that's seen most outside activity.
While a point-crawl abstraction would certainly make things a bit easier, I'm unfortunately a bit set on doing a more defined old school crawl with calling out room dimensions for the party's mapper, and letting them build up a picture of what the place is like and make decisions based off of that understanding. As such, there's a lot of fiddly business I gotta lay down... And also why I'm shying away from more "complicated" room/area shapes that are harder to call out and interpret onto a grid.
I would say keep creating and preparing like you are, but don't put the stuff in any
specific place yet;
save them as sort of
modules you can drop in during live actual game play where/as they are needed/make-sense. This will save you from wasting any time, allow you to make use of everything you spend time on, and keep things moving along in a more fun way...
as long as you are not making it obvious to your players that you're doing this (they just find that they go looking around and you have something for them to find after the appropriate search has been "fast travel" mode/rolled).
If you want to read more detailed arguement/advice from me about how/why i have this advice, I did write up a pretty lengthy set of instruction/reasonings i can send you. i just decided it's too long and can be summarized for the most part as I attempt to do here.
TL;DR =
"Don't become the reason your players want to escape from your own world; allow your NPCs & things to work towards creating a space in which the Players want to return... our goal is to escape from the mundane/predictable, but our control must be absolute & consistant.l You control your creations -use them as tools. You are not constrained by what you have said before; you can alter & adjust as needed as long as you can explain it/justify it after-the-fact." -Guy
Generally, i would say that Cthulhu's suggestion about making "you walk around finding empty structure"-type-things a bit more abstract is a good idea. 'Montage it', like a show/movie.
This might be a good time for me to insert one of my most recommended videos related to TTRPGs and to say:
"Remember we play a TTRPG for 4 main reasons (See my sig).
Entertainment/fun,
escapism/immersion,
success/better-than-irL-but-feels-challenge/meaningful,
socialization/whatever that means for your group as long as you all socialize well together."
Link to the Guy video i ref. in my sig (longer version that i tihnk is better explain/organized but says basically the same thing as the other one): (from 2020 and one of the best GM, teacher & creative i've encountered in that sphere over the last 20 years).
https://www.youtube.com/watch?v=QAQRygjLrHY = What is an RPG, and Why You're Probably Doing it Wrong