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-attaching a Signal Interpreter
-hacking a Terminal
-being familiar with some exits' appearance (their surroundings)
-map layouts can give you hints that you'll become familiar with over time
You'll find there are a number of ways to revisit the same map type at the same depth, but no you can never return to the exact same map once you've left it, no. Backtracking is never possible.
it almost makes the map and all that useless if i can return to the same spot from an unknown location.
it also doesnt make very much sense to me.
Mechanics-wise this is why your alert drops significantly once you leave an area, because what you're actually doing is not just traveling through a door or up some stairs--you're leaving that section and going through long chains of side rooms and corridors linking it to other areas not directly adjacent to where you were. Once you've done that it's harder for them to know where you went.
But yeah, as zxc mentions, backtracking is actually a pretty bad mechanic in roguelikes--I intentionally designed the game around that not being a possibility, which opened up a lot of interesting and fun doors :)
I wrote about backtracking and other elements of the world design on the blog back in 2015[www.gridsagegames.com].
Related is my idea about a hidden equipment cache between levels if you carry a structural scanner: https://www.gridsagegames.com/forums/index.php?topic=1366.0.
then replace the starting tile of the new floor with some sort of hard door looking tile.