I'm no expert on vanilla limits, but there is a high chance the visplane or seg limit will be hit before you even realise it - even within the first area depending on your intentions.
If we're speaking
strictly vanilla doom2.exe, better keep close tabs on these. Any cases of
visplane-overflow crashes or HOMs caused by
seg-overflow in either doom2.exe or similar classic-engine (Chocolate Doom) will need to be hunted down and fixed - often by reducing scene complexity or blocking line of sight.
If there is no concern regarding doom2.exe compatibility - as long as it works in a modern engine - you might as well classify this jam as a limit-removing project. The Doom community is pretty specific about engine compatibility, especially for vanilla doom2.exe.
Just bringing this stuff up to avoid potential problems creeping up later and ensure that the Jam's outline is as intended.