I like the fact that they appear like hedge mazes in non-linear space, that was really cool.
My complaint (if it is even that) is that by making the player go backwards through an invisible teleporter (or go around an invisible teleporter in a room where it doesn’t span the width) to continue it ceases to be about following the hedge maze, and instead becomes about playing with the teleporters using the scan vision.
Every one you go through you have to think “Now do I have to loop through this teleporter again to get to another instance of this room before moving on?” You have to be aware of the fact that you just went through a gate, then turn around and go back through it.
To keep it like a hedge maze, going back through a teleporter you just exited would either do nothing (thus the player has moved to a new location on the map (the new reverse direction should then quickly dead end)), or take them back to where they were (thus this teleporter can tardis a large room into a small space making the maze seem “impossible”). By and large this is exactly what you do except in at least one spot that c741535 and I noticed.
It’s hard to explain, does that make sense?