Exactly the same as a corridor level change, just make the second map something completely different! Use env effects (fades and... Well, pretty much just fades) to hide the transition.
info_landmarks simply tell the engine which part of each map in a changelevel corresponds to the opposing map. They don't need to be anywhere near the changelevel and serve only to provide a point of reference in each map. The landmark must be in both maps.
The player will not 'spawn' anywhere in a standard changelevel. They will simply transition between maps in exactly the same place they leave the previous map - this is what the landmark entity exists to accomplish.
Wherever the player is relative to the info_landmark is where they will appear relative to the info_landmark in the next map, basically. This is the case no matter how you trigger the changelevel entity (it can be triggered like any other entity, or used as a walk-into trigger itself).
Here are two examples:
The yellow box is the landmark, the green box is the player and the orange rectangle is a trigger_changelevel.
Note that regardless of how the changelevel occurs, the player will
always be in exactly the same position relative to the landmark.
In the second example, the trigger_changelevel has been triggered by something else - perhaps a button on the wall. The location of the trigger_changelevel has no bearing whatsoever on the location of the player in the next map.