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!

Carry on!
