Joel. I was wondering, since I also like the way you use classic. What’s your thought process behind making them? Do you plan out things like hazards in advance, plan out on paper? Just curious.
In terms of designing the dungeons, I tend to think of a concept (something as basic as 'Destroyed Tower', for example) and try to expand on it in any way I think would be adequate. Here, I thought it'd be cool to make it a fire dungeon, and then I thought of ways to convey that the tower is crumbling and destroyed (such as the use of overworld mountains on the walls, and crumbled floor tiles). I map out the layout of the dungeon pretty much by sculpting the shape in the D-Map, and there I decide if it needs a certain amount of floors or not.
From there, I take a screenshot of that outline and put it into paint to draw out the path I expect the player to take, and then note where all the keys, key doors, etc will be placed (I do this simply using paint to draw a key or lock symbol on top of the empty map layout). And then, when I start detailing all the rooms, if I get any ideas I think would elevate the dungeon, I try to implement it into the path to make it a little more interesting for the player (the enemy blocking the door is one of these ideas that had been spontaneous, since the original plans had it being labelled as a simple shutter door to be opened after getting the dungeon item).
I've got all the dungeon items pre-planned though, since I planned a really rough outline of the quest prior to myself working on Canaria (my other quest, now finished). Those plans are being altered as I get through the quest though, since I don't really like following my plans so strictly. Glad to hear you like how I use classic anyhow! Hope I provided good insight into my thought process!