edited for several typos/grammos/thinkos. Others may remain or have been introduced.
For my own curiosity, I decided to have a look at hexagonal designs. It might need adjusting (first of all, for dimensions of the rooms, which are rather large, secondly for height:width ratios, because I did this in a text editor and it probably doesn't match the tilesets) but...
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Note that the doors on the sides following entirely along on one line can't be 'differentiated', but the idea was to alternate the indent/outdent of the doors, so that on any hex's sequence of side it's ("indoor", "outdoor")x3 as you go round. Insert: That way it's a consistently tileable pattern.
One alternative might be to have all doors adhering to an up/down preference, or a left/right one. Another to have the central room set with all of one 'direction' of door on the direct routes away from the centre and all others being made to swing either clockwise or anti-/counter-clockwise.
Yeah, complicated. Still, it'd be an interesting challenge. Might do that myself.
(I'm afraid my usual structures are quite boring square or rectangles-in-square beings, so typically either 3x3 (3x3)rooms in a corridor-bordered block, 2x2 (5x5)rooms or 2x3 (5x3)rooms, the last of those three alternating the primary axis on consecutive Z-levels (so as not to favour any one direction). And those room-blocks (including walls/doorways betwixt and around them) would all fit within my usual 16-tile offset stairwells where my 3-wide corridors corridors cross (or central stairwells in a 3x3 staircase node). I also these days like to send ramped routes down through the centre of the corridors to cut the 'corners' off so that diagonally-vertical travel can occur instead of having to tramp a length of corridor to/from a staircase on top of the stairwell navigation, which can be an art in itself.)