I don't think I would like to play such a dungeon. Zed, I'm afraid. And I don't think the others will be more happy about it.
I can only repeat Gambit's words (see above) - a dungeon full of dead-ends and death-traps and such things would be more
realistic, of course, but it would be
less fun. And this is why we play DM-based dungeons, this is why we play computer games in general (or at least me) -
for fun! If you make a dungeon full of dead-ends, full of situations "d'oh! I've got no key for this lock, it must be somewhere above, but I'm trapped here! D'oh! I must start once again!", a potential player would have to make lots of savegames and restart over and over, and he or she will gradually lose kind of "lust", I mean desire to go on. Nobody would be happy about such a dungeon, I think.
My last words about the Black Gate dead-ends: As I said, I found two. OK, the first one, with the "treasure-teleporter", is not a typical dead-end - you're warned about a trap, and we may argue about it, that only idiots (like me) "want to try what if..." - and they are punished. OK. Maybe. But the second dead-end (with the chest containing coins) is a typical and clear dead-end, there's no argument about it. As far as I remember, there is no warning, and no clue about what to do first (key or pit).
But, as Broken Paladin said above, this is a
constructive criticism - I have to thank you once again for your dungeon. My opinion is that Dark Abyss was better, but still I'm glad you make your dungeons and give them to us!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Carry on!
![Razz :P](./images/smilies/icon_razz.gif)