Thats a really cool idea! I'd be really interested to learn how you got that to work. And with switches that change their destinations, that opens up a new new world of possibilities for level design!
I can't actually take full credit for the idea. To the best of my knowledge, the first person to use this trick was ckguy in his levelpack (Keen 5.5), released all the way back in 2007. It involves setting up an infoplane switch whose target is the left infoplane tile on a door or teleporter. I think someone even wrote an article years ago on how the math works. It basically exploits some programming with infoplane value swapping on the y axis.
You don't actually have much control over it. Depending on the height of your map, an infoplane tile at a given y value will always swap to a deterministic y value (no matter the x value, I believe). Without patching or engine modification, there's no way to have further control over it. In some cases, the swap value is useful, and in other cases it isn't. I basically started with a tall blank map, threw a bunch of teleporters in randomly, and added infoplane switches to mess with teleporter destinations. After some experimentation, I got enough teleporters with functional destination switching, and built the rest of the level around that skeleton. The good thing is that you can freely move the teleporter positions on the x axis.
Unlike ckguy, who used regular doors, I wanted to use teleporters because I think they're more intuitive for this kind of design. Really, teleporters are just doors anyway with the addition of the yellow electricity sprite and sound. I had to get K1n9_Duk3 to help me remove the yellow electricity sprite after the teleporter is used, since the original developers never bothered.
If you need/want any help with music, composing tracks and/or volume level balancing hit me up, thats my specialty!
I might take you up on this at some point!