Unfortunately I was familiar with Melan…
This post is interesting, and generally I find Melan’s approach to dungeon design fairly similar to my own.
I also don’t want to derail the discussion - but it’s worth knowing that the guy is trouble. He’s one of those proud political reactionary types who seems to have huffed all of Victor Orban’s talking points over the years and made them his world view. I won’t go into details because I don’t have the time or energy, but I’m sure you can figure it out.
That said, I think while the pathing questions here are useful, they’re one of the aspects of “OSR theory” that has gotten the most contorted - in that a fundamentally worthwhile concept and consideration has gotten distilled down to “Jaquaysing with looping corridors!”
This is a bit unfortunate, because if dungeon exploration is a spatial puzzle for the players excessive looping is almost as choice destroying as linearity. If everything is connected to everything else it doesn’t work.
Additionally, yes, maps are important, but without some signposting and clues in the keys they are mostly an annoyance. A good dungeon designer will not only be thinking about paths, connections, and secret doors but also about ways the players can understand the dungeon and make educated guesses about how to find their way through. This can be anything from environmental clues (a draft indicates a nearby exit), indications of monster types and presence (signed stone near the dragon lair), old clues left by past expeditions (graffiti or partial maps) and indications of the dungeon’s history and rooms’ former uses (a kitchen will likely have storerooms and maybe a dining room near it). Anyway, my point is largely that yes, making interesting maps shapes exploration and play and understanding how players will move through them is helpful, but it is not only a mapping issue.
I wish the Jaquays’ work on this were better understood in these early discussions, and the purpose of her complex (for 1976) keying and descriptions in Caverns were recognized in mapping discussions. For me looking back at 1970’s map design one sees fairly complex design. The LBB’s suggest complex maps (though perhaps smaller then the results migh indicate), and the maps of the era follow suit. What early adventures often suffer from isn’t bad maps, it’s a lack of naturalism or more directly a lack of comprehensibility. What Jaquays’ (and Gygax though using slightly different tools) design bring to mapping and dungeon design isn’t the complexity of loops and sub-levels - it’s description that allows players to guess about the arrangement of the dungeon and content of keyed areas.
I wrote a couple of long articles on how the LBBs might have expected dungeons to look, and how Gygax designed commando raid style dungeons that were dependent on providing players information about the space and its defenders they can use.
On the LBBs Dungeon Design
On Gygax’s Dungeon Design