Well, to be fair, isn't this a reskin/update of an existing quest? I mean, I agree on the use of mountains, but arguably, the dungeons SHOULD be kept true to their original form from the original quest, shouldn't they?
He's right. Just because it's a remake doesn't mean I should make the same design errors. I ended up removing all of the walkthrough walls except for the one that leads to the Bow. Even then, you'll have the map and you can't go through the wall from the left of that room, so that narrows it down. The original was flawed because you had to walkthrough the left wall at the start and bomb the right wall to get the Boss Key. Now, you get the bow and backtrack to the room right of the entrance and shoot the lever to get the Boss Key. Not to mention the original had 2x Dodongo for the boss. This time around, it's a Red Gohma, which makes the dungeon item more relevant.
In light of Russ' comment, I have decided that once I have most of the overworld made, I'll go back and get rid of the flatness. Besides, it'll help me work on my weakness of crappy overworld design. I'll have to show the god-awful level 4 area before and after once I get to it. The original was literally copy/paste of the same screen over and over again. Same 2-3 block wide walkable area, same 4 Blue Goriyas on every screen with the mountain just being plain boring. Like for all you know, it was just one massive rock you just walked around instead of scaling a mountain to find an ice cave that was the 4th dungeon. So yeah, I'll worry about beautification later.
EDIT: On second thought...

I feel like the shading where the 7 tile high dark area is with the 2 tile high stairs is incorrect in retrospect. Either way, posting this to see if I'm on the right track or if I still don't get it.
Edited by RedmageAdam, 09 February 2015 - 10:52 PM.