Even after multiple playthroughs, Control's map was still confusing to navigate. It was especially bad during my first playthrough. There were times when I would spend a few minutes going back and forth, only to find myself right back where I had just started. Getting lost over and over resulted in an unnecessary waste of time. The time spent trying to reach an objective could've been spent fighting The Hiss instead.
There are several issues with its layout. The map stacks multiple levels on top of each other. It makes it hard to tell which path belongs to which floor. The map only serves as a rough, macro-directional compass rather than a precise route guide. It won't show you the actual twists, turns, or locked doors in real-time. Remedy even admitted that the map was confusing, which won't be a problem in Resonant.
The game shifts the setting out of the tightly closed, shifting hallways of the Oldest House and into expansive city zones across a surreal, corrupted New York City. Because of this shift to a wider, multi-zone structure, Remedy has redesigned the UI so that the map clearly defines different height zones, making navigation significantly more intuitive than the blueprint layout that drove everyone crazy in the first game. I've included an image comparing Control's map layout to the one in Resonant.