I realize that right now the map is mostly just to see how the generation came out, but it really could use a makeover if you plan on keeping it.
I can get impatient with environment art, but yea... along with "Fixing" the current tiles I plan to have more variety within levels as well. Lots of themes, ground that matches walls (tile floor with canyon walls? what's up with that?) and probably varying unique landscape details so that players don't suffer from "Every hall looks the same" syndrome.
And I don't know how the game's control scheme works, but you might want to try letting the player zoom in and out as they please.
Good idea, though the scale I have now is the current "max" it wouldn't hurt to let them zoom in if they want to do some art appreciation

Also, don't be afraid to space out the HUD over the entire screen. Clumping everything together in one big corner is generally one of the worst things you can do.(imo)
My HUD is very vertical. I don't think it's horrible (the map will be moving somewhere else entirely though). I like two things, keeping the HUD minimal, and centralizing information. Spreading the HUD over a large area makes the player move their eye around a lot to gain quick information. That's why I prefer putting it all together. Lots of Diablo-likes and some old FPSs tend to spread information across the bottom of the screen. It's a possibility but not something I'm jumping at right yet.
Also... it's Christmas Eve and I made another new episode! Started on the menus for the game. I've been feeling that "the longer you work on a project, the slower things start to go" syndrome. I think I need to re-evaluate my timelines and maybe do a big push soon, because I feel like at this rate I might be in trouble soon!
Oh yea, the link!
http://www.youtube.com/watch?v=tuPjaV2cQD0