For my game I want to use modular assets to add to the theme of the game. I want the level to be somewhat remenisant of a modern day labryinth without all the twists and turns that would endlessly frustrate players. Reusing certain assets will make the player feel lost are stuck giving them a small sense of hopelessness as they progress through the underground base.
For this level I want to draw a lot of characteristics from horror movies and suspenseful games. Games like System Shock 2 and Amnesia capture the feeling of dread I want players to feel. Rage by id captures the post-apocalyptic feeling I want the level to have.
I like your idea for a level! You have some good inspiration for your level, and a good idea for the general aesthetic. For the colors, you should focus on really muted colors. Using light greys for the metal corridors, but keeping them dark with few lights will make things like shadows and bloodstains pop out a lot more. I like the idea of having all the artificial light tinted green- it adds a lot to the atmosphere.
I agree with Dillon. However, I think a lot of repeated walls would drive a player to just get upset with the game (with them not knowing here they are). To avoid this, add some landmarks to the area, so players always have a reference point. It keeps players interested and not frustrated.
I think the idea is great and agree that repetative textures would be a poor choice, but instead I would sayy use a simple wall, that has a single design that carries through, and break it fairly frequently with either the blood stains or other marks, maybe even holes into the unknown.
Going off of Kyle and Derek; you could definitely throw in some broken wall textures with wires/pipes behind said wall. With some color swapping and different placements, this could add some real variety to the wall pieces.