Okay, two major things about scenery to bear in mind:
1. Your team is based in a Kroot Warsphere, so forget about there being space above the buildings: there is no rooftop, only the floor above. Similarly, space efficiency dictates the streets be effectively large tunnels. All the buildings are built next to each other, and the entrances are again tunnels or doorways of some description.
2. When roleplaying, I generally give a simple outline of what you might see upon entering an area, plus anything else that the dice or roleplaying dictates catches your eye. Don't assume something is or isn't there. Since this is a cloak and dagger RP, I can't tell you about the assassin in the duct lining the scope up with your head. You have to check the room to whatever degree you deem reasonable: one quick glance may tell you all you need, or you might spend several moments searching the drawers and files before continuing on.
A really good example of how I'm trying to play this is Ysbriel's (may he rest in pieces) cursory glance of the radio room. When the fight moved out into the corridor, he stayed behind and found a sheet of paper with guard numbers and affiliation on it. He then used that information by working out how many guards were left in the building.
As a refresher as to the current scenary, the building is a warehouse. There are office buildings inside, and there is a high wall that doesn't touch the ceiling that cuts off a part of the warehouse. There are a large collection of storage crates in one area, while the rest of the warehouse is relatively open. There are gantries high up near the ceiling. The entrance is a short tunnel large enough for a half-track or forklift.