I came across the great video about dungeon designs based on video game level design. My quick summary:
Jennel Jacques has been responsible for great map design in both awesome D&D modules and great video games
Her core concepts have been used by others
- Multiple entry points from overland world to the dungeon
- Looping and fractal is important for dungeon design
- Branching paths should loop back on one another to create
- This can apply multiple levels of a dungeon
- Level connection should be complicated not simple.
Great example of this is Dust 2 in counter strike