
You'd need to make a maze algorithm and reduce it to QuakeC somehow ideally, using either brush models (boxy) or map submodels (pieces built into the map) as the walls.
The lighting wouldn't look right, for the most part.
Option B would be an on-the-fly compile of the map with a random map generator somehow built into the engine; this would look right but take a minute or 2 to process assuming it isn't insanely complex.