I've been reading "Level Design: Concept, Theory, & Practice" by Kremers. It's a dead-tree book, and more of a theoretical treatise on all kinds of level design concepts, tropes and patterns rather than a hands-on guide, but might still be of interest to you.
Not a book, but Cave Story is interesting because the first areas in the game are too large and shapeless, but later areas are very well defined. I feel like the author went through some sort of level design progression while making the game.
Seems a lot of it applies to 2D levels too, I did some quick skimming and didn't see anything that jumps out as not being applicable for 2D levels. Anything in particular that seems very 3D focused? I know the images happen to be 3D, but most of it is basically the same for 2D.