Fairly big, fairly maze-y, has some rooms, and takes little time to generate
This is a small update to my 2010 dungeon generator example.
The main change is that it now treats high values of "cut dead end" parameters correctly, no longer placing unconnected rooms even if there's enough space to allow that.
Also there's now a small demo on how to use the resulting data, placing some walls and a player to wander around as.
Update: Also see this post about this approach to dungeon generation.