The online world is much like my desk: The newest stuff is on top, right in plain view, while the older stuff gets buried. Sometimes good stuff gets lost.
Melan's little article, Dungeon Mapping, is good stuff. Melan presents a careful analysis of a number of classic early Dungeons & Dragons adventure modules by means of diagramming the physical path available to the adventurers. This is a primer for anyone creating a megadungeon or adventurer module on how to take advantage of the physical boundaries imposed on players within a dungeon or similar structure.
Dungeon Mapping was critically important a few years ago as bloggers wrote about dungeon design and play. Melan's analysis continues to challenge me as a GM in my approach to dungeon design as well as my overall approach to gaming.