To the folks arguing about how it's a bad idea:
It seems very few of you have played the original DOOM or remember how it worked if you have.
first of all, missing content?
The whole point of the secret levels was to SEE the content.
Basically you had this path assuming start room "a", end room "b" and
secret room "c".
a -> b
or
a -> c -> b.
it worked by making the "normal" exit in "a" take you to "b", and
the "secret" exit took you to "c" which in turn typically only had one exit
for purposes of going back to "b" afterwards. You didn't necessarily have
to make an entire "conditional" tree where one exit makes it branch
COMPLETELY away from the rest of the maps. They actually would lead
BACK to the main map. Which is the whole point of simulating non-linearity aka
"multiple paths" without FULLY implementing it.
Very few games even go that route anyway as the whole "conditional"
thing is difficult to complete anyway.
secondly, all the maps were always separate files, and it would only
make sense to do so. The maze idea seems great, but if you can't
find that "special" exit eventually, it's going to get redundant and
frustrating from a gameplay experience. The whole idea of the "secret"
level was for bonus content that "could" be missed, but if you wanted to
be REALLY in depth with it, you could. (ie if you were just speedrunning it,
you can skip it obviously, if you wanted 100%, you may want to complete it...
That kind of idea).
Anyway, just my opinions on this, and if I ever get around to completing
at least ONE level, I'll eventually make a mappack with that style of
gameplay in mind....