Aye, that one with the torches will be a bugger. You might be better making it as a cutaway room, and having the corridor run from the left of the screen to the right. Just build a set with one wall missing, like they would on a sitcom with an audience. For most things, imagine a very narrow horizontal strip of land, and design it so that almost all the action takes place there, to limit the amount of character scaling involved. (Eg, a pavement/sidewalk across the street, a train station platform viewed from another platform, a ledge on a skyscraper from the building opposite, the roof of a train, etc). Then any vertical movement will be mostly used for transitioning to another screen, not giving the player time to notice the drop in overall pixels as it animates away from the camera.