I know, you said that before. What I was thinking is that you could use the game engine level transitions within the same deck. Have doors on hallways that don't go to unique areas of the ship lead into generic crew quarters. Then you'd only have to design one room (and then copy and flip it to create right and left oriented versions) and the game engine would keep accessing them as needed rather than including them as part of a larger map/level. There would be a slight pause when the door opens as the file for that room is accessed but since you're not designing it as a playable game where action timing is critical, it's an acceptable trade off.