Maybe take the reason for the dungeon dive into account. Is there an objective or time/ressource restraint? And is this as linear as you wrote it or is there branching? If each room always only spawns one other room, that is not a map, but a road.
Is there backtracking, can you go in circles? Do you have to go back? Can you get lost? Does the player see a map? Is the map size/length a factor to decide if the player can win the crawl? Will there be more levels? Is the player expected or required to explore the whole level or is it: search the stairs to advance.
Arbitrary/rng artifically prolonged level size typically is not fun. So you should restrict size in some fashion.