I found a "not elegant but quick and effective" solution for when I ran Rappan Athuk. This assumes you are using the supporter Dynamic Lighting feature. This creates a kind of 'reverse map' where you aren't drawing what players can see and instead defining the map by what they can't see . Edit page to enable Dynamic Lighting, Enforce Line of Sight, Only Update on Drop and Restrict Movement. Upload map, use Align to Grid function from the Right Click menu to set the correct alignment. Change the map image to exist on the GM layer via Right Click > Layer > GM Layer Switch over to the Dynamic Lighting Layer. Use the Polygon/Line Tool, change the colour to Red and create lines around the edge of all walls. Ensure you leave blank spaces over doors and secret door locations. Change your colour to Yellow and 'fill in' the missing lines for secret doors. Change your colour to Green and 'fill in' the missing lines for normal doors. Switch to the GM layer and change to the Draw Shape tool, set your colour to Red. Draw the activation areas for traps on the GM layer, such as pitfalls. During play, switch to the Dynamic Lighting Layer to move either Green coloured doors, or Yellow coloured secret doors as required - allowing the party to progress. Because we have left the actual map on the GM Layer you get to see it during play. The biggest downside to this is that your players see a very bland 'black or white' map. Areas they can see are white and areas that are walls, closed doors, or out of sight are black. To get around this I placed a generic flagstone repeating pattern across the entire map on the background layer. This is optional however. If you wanted to get really fancy you could spend time adding custom features and backgrounds to each room, however I skipped this due to the amount of time required.