Hiya.
One of the best "dungeon crawl" modules for me is a toss up between D1-2/D3 (Decent into the Depths of the Earth / Vault of the Drow) and Basic D&D module B2 (The Keep on the Borderlands).
D1-3 gives the players two key things that really bring the idea of "were not in Kanses anymore...".
First is that there are miles (as in potentially hundreds) of tunnels spiderwebbing all over the place....drow, duegar, pech, kua-toa, mind flayer, etc. check points, lost dwarven cities now infested with some hiddeous creature from beyond the pale (that everyone in a 50 mile radius avoids), hidden crypts, submerged dungeons created by some mad wizard, etc. Pure adventuring gold!
Second is that if/when the PC's ever actually get to the Vault, it is a decidely Chaotic Evil city. Demons, mind flayers, were-creatures, assassins, etc. wandering the streets and having 'drinks' in the bars...all under the watchful eyes of the warring drow houses. Walking into a bar in the Vault shouldn't have your PC's thinking "huh, may end up getting in a bar brawl here..."...they should be thinking "huh, I give our odds of leaving this bar alive 4:1 against...". Pure alien terror and paranoia!
With the Keep on the Borderlands...again, we have potential for DOZENS of sessions. I once ran a year long campaign for BECMI where the PC's never even left the Keep and it's environs...and they still hadn't explored every dungeon, cave or location on that single map page showing the keep and it's environs. Freeking huge pile of awesome, drizzled with awesome sauce, complete with a side order of awesome snaks and a big ol' bottomless glass of awesome-juice to wash it all down. Awesome!
Another one worth mentioning is another personal favorite of mine, L1, The Secret of Bone Hill. Small, *very* indipendant fishing village surrounded by rolling, wooded hills. Nearby is Bone Hill...a hill where atop it sits a small ruined castle where strange lights and chilling noises have been heard by those passing by to closely. The hill is rocky, with small patches of dead grass here and there, and misshapen grey trees. Worse, skeletons of animals and humanoids seem to walk from shadow to shadow on the Hill. Of course, there is an evil wizard living there now conducting experiments. His helpers and bodyguards infest the ground level, the two-level dungeons underneath are mostly avoided by the sorcerer...
Now that I think of it...just about any 1e adventure is good. Back in the day...man I'm getting old...adventure module writers did all the hard work and left the campaign-level creativity mostly up to the individual DM. That is, those modules had maps and maps and maps, encounter tables for various areas, keyed areas of each room written out, etc. That's the time consuming part of writing an adventure. Comming up with a plot, a few sub-plots and various NPC motivations is the easy part...most can actually be done "on the fly". Each module had an overall story that held it all loosely together...but the exact shape and color of the plots were up to the DM to use, discard or whatever. So...yeah, just about any 1e adventure can be a good 'dungeon crawl'.
^_^
Paul L. Ming
(check out
Powers and Perils - Index for a nice, old-style frpg).