A tip for really, really big structures in modern and sci-fi games...
This reminds me of something I'm planning for my Star Wars game... How to emulate a humongous building or structure, like a super star destroyer or an infinite library, with nearly infinite rooms. I found the answer, of all places, from the original Zork game.
In Zork, there was a maze. If you are familiar with the old text-based Infocom games, you know the rooms worked kind of like flow charts... Choose a direction to go in (west, for example) and the game would take you to the description of the next room. In the maze, there were dozens of rooms that were described exactly the same, and many of the direction you could go in looped back around to the room you just left. But without any distinguishing characteristics, there was no way to determine that you were still in the same room, and not five rooms away. To the player, it looks like they are wandering down nearly endless corridors.
Anyway, I figure, you might be able to use the same trick with the infinite library...
Here's a map of the maze in Zork.
All you have to do is change the descriptions a bit... Anything that says "Maze" now becomes "Space Station Corridor: General Living Quarters". "Troll Room", "Temple", "Clearing", and "To Living Room Wooden Door" all become various exits... "Airlock", "Docking Bay", "Cargo Bay" or "Escape Pod". Anything else can be special areas... "Grating Room" could be the Main Control Room or Bridge. "Cyclops Room" could be the Engineering Section, and the "Treasure Room" and the "Strange Passage" can be other specialized areas sch as laboratories, manufacturing centers or weapon turrets. Then you only really need local maps when something exciting happens.