Start with a small enclosed space, and work outward.
Leave room for windows which provide glimpses into later parts of the world.
Consider how the pathways will branch.
Associating different locations with different themes, and arranging them in a way where the spatial layout aligns with more abstract thematic associations, greatly assists both player cognition and aesthetic cohesion.
The problem that I have ran into, is too much thematic distinction kills much of the surrealism.
I need to strike a balance between thematic layout, and randomly cramming different elements together.
<aside> 💡
Juxtaposition is a key part of surrealism.
</aside>
graph BT
home([Home])
garden([Garden])
bridge[/Bridge/]
graveyard([Graveyard])
darkForest([Dark Forest])
hall[/Hall/]
teaHouse([Tea House])
library([Library])
jail([Jail])
outsideHall([Outside hall])
home --> garden
home --> hall
garden --> bridge
bridge --> darkForest
garden --> teaHouse
hall --> library
library --> graveyard
darkForest --> graveyard