I heard somewhere that 'patrol routing' – making way points on the FM map for your AI – is the most boring part in the process of FM creation. More so, it happens that the more elaborate and complex patrol routing aspect of your FM, the more it tends to go wrong due to unpredictable reasons ( reaction of an AI to map geometry for example ).
That said, it's hard to overestimate the role of such aspect in player's perception of a FM. You can create astonisning environments, yet it's random...
'Among the positive aspects of the middle of the mission is the good difficulty of stealth: there are many guards, and the author organized patrols well.'
For me it's a downside of the mission. That dummy right at the doors to the appartments building ( Flats or something like this, cant remember the name exactly) says it all. He just staying there and waiting exactly for some kind of master thief who have managed to squeze right through those double-triple patrols along every little corne...