Also its worth pointing out that its a sphere of influence, so you can play with that in a number of ways
This is one of my starter "Utilitarian" look staff clusters, materials available at the start of a Franchise, concrete, metal and coloured plaster, but I guess you could cover it in boulders and plants to hide it further (ironic the guests dont notice it!). The moat denotes the influence boundary (see heatmap) so I can just build up the zoo around it, the pathing is external most of the time so is fairly easy to lay, two steps and a ramp path piece for each level (needs enough clearance space under each path).
Just a note in the screenshot, the stairs are as compact as possible ie the flat landing bit turns back on itself straightaway and goes straight into another stair piece this actually causes navigation problems on a setup with another path level above it as in my setup. Instead of navigating around the landing to that level it serves, they try and take a short cut and jump up from the stair piece just before the landing. This would just be an ugly graphic glitch but then if there is a path piece directly above the stairs that they jump up from they then get stuck inside the path that they hit with their heads as they jump up. I've seen this with guest AI in the same compact stair system with facilities on each level. To get around it I had to extend the flat landing further out each time by one path unit this extended landing section appears to force the AI to use it for navigation. So it looks a bit more ugly than the pic as the stair structure sticks out more. The second example works OK as there is never any path directly above the first piece of stairs that hits the landing bit. I put in a bug report about it and also a feature request for more robust and compact level climbing tools like spiral staircase, ladders and elevators. These would make building multi level buildings so much easier plus would look better.
Anyway the complex has enough staff buildings to last until a medium sized zoo and its designed to sit central for easy access to all corners of the zoo:
So the influence is a sphere (as are the reach for the generators and water cleaners) so you can actually lift the whole complex higher above the ground, obviously this can mean it takes longer to reach so need to be careful but it completely clears the ground influence impact (see heatmap). The larger buildings have a larger sphere influence so ideally you would have this above the other small buildings but I had these lower down for role-play/immersion/Keeper access reasons. This one has a lot of pathing inside the structure so its a bit more tricky to lay but a combination of grid pathing and freeform pathing for the stairs and to connect the utilities works: