Haha, I would say that's definitely not the intended experience, but its a valid one no doubt.
I for sure fumble my way through building these missions, so its not always crystal clear what my *exact* intentions are despite all the effort. Maybe ill do a kind of post mortem write up on this mission. The deadline forced me to streamline my process a bit and have slightly more concrete goals up front.
With regards to how I intend a mission to play out- I definitely have some idea of a loose fantasy I'm trying to sell (in this case some mix of Indiana Jones, Resident Evil and DnD dungeon crawling). However, I try not to be overly controlling in how players experience that fantasy. Its a weird dance; it feels like being a hopeful shepherd sometimes; "Please find this key, please use a rope arrow here, please sneak around this guard " There are definitely tools in the author's toolbox for wrangling a player, but in the spirit of Thief, I think a lot of TDM missions try to obscure the author's hand. They strive to showcase the player's actions, creativity, or skills while funneling the player towards a goal. This is a good reason for why I wouldn't spawn more monsters in this particular mission. I want to keep the player focused and feeling like they're making progress. Not saying spawning monsters is bad by itself. I actually think it would support parts of the fantasy in Hazard, but I suspect it would require reworking huge parts of the mission to make it work. Like changing the main objective to kill all the zombies vs collect all the loot. You know what I mean?
All that being said, I actually love watching people play missions in crazy ways I never expected. The mission still needs to *work* on some level which is a whole other topic, but I love that a mission can be approached in so many different and even whacky ways.
Once again, thanks for playing and making suggestions. I'm taking away a lot of thoughts and ideas from this.