Take a look at Starpath Escape From The Mindmaster in Stella's debug colors.
I love the way it uses sliding diagonal missiles and/or ball set to the background (invisible) to smooth the tops and bottoms of the walls out.
And a floating rectangle that enlarges the closer you get makes the "doors" to the "rooms".
I'll take a look into that. The way the display kernel works with the rest of the program may make this a little difficult to implement, as for some sections of the screen there is mild prep calculation (mostly just small ANDs and ORs to improve code efficiency), and I would probably have to move those calculations. There is also the fact that this engine is not designed to be a maze-only FP game, so you would have to make the illusion work for 2*X and 3*X hallways, among open rooms and the such.
Gip, did you make that Raycasting demo with the multi-colored Playfield I asked about here?
Absolutely not. I do take it as a complement that you think I could've made that