I was doing a Google search for some online information about cool tricks, traps, and special encounters for my megadungeon. Yeah, I can think up a lot myself, but with the scale of the place, I'm gonna need help if I ever want to get it up and running. And the sites I was looking at yesterday really helped me not only with the ideas presented, but getting me thinking of ways to change or modify what was there.
And while I didn't find what I was looking for, I did find this interesting blog post from about a year and a half ago, about a group's experiences using 3.5 D&D for a campaign centered around several large dungeon complexes.
I'm personally not planning to let my megadungeon get deeper than maybe 10 levels. Because I'm a big fan of the Classic D&D endgame. When you get up to Name Level, it's time to switch gears. Build your castle, manage your domain, and when you do adventure, it's time for the epic world-spanning, world-saving quests, and small, focused dungeons that are meant to be raided and forgotten.
In the blog post I linked to, they seemed to only consider the problems with 3.5, especially with regard to high level play (there are a lot, IME), and with using a megadungeon without fully utilizing rumors and hints about what's in it and why anyone should be exploring it.
Well, rumors I'll save for another day. Actually, I'm pretty sure I blogged about my rumor system back when I first started this blog up, but if so, I may return to that topic soon, as it's been on my mind.
What I really took away from that blog, however, was that they shouldn't have tried to keep up with the dungeon exploration at the stage when they were trying Maure Castle/3E Ravenloft, and instead should have switched to more of a 'game of thrones' type game.