Interconnectivity is a characteristic of a Doom level in which the player can easily navigate to different parts at his or her discretion. Interconnectivity is often a vital characteristic of successful deathmatch levels, as they often need to grant players the freedom to move in unpredictable patterns to disorient their foes, which would be difficult to do in a level with many dead ends and closed routes. This term is usually associated with non-linearity, as most non-linear level designs often successfully incorporate interconnectivity as well. Interconnectivity is slightly different than non-linearity, in that a non-linear level applies to the entire layout of a level, where interconnectivity can apply to a mere room or a section of a level (i.e. a network of interconnected rooms)