R0J0hound - thanks for having a look. I agree with you there - I toyed with finding the average of the two angles and pushing out, but you run into lots of little problems in things like narrow passageways and such.
Pushing out of two walls sounds interesting - Are you suggesting doing something at the instance level of the walls (i.e. pick a certain wall instance to push out of) so that I know when I'm done pushing out of one and I can deal with the other?
hmm... I could definitely give that a shot. What if I cast out like 16 or 32 rays around the player, see which of those rays collide with a solid, build a list of those solids along with the corresponding ray angles, maybe get rid of duplicates, then go from there?