Simple Maps—Orthographic Mapping (CSC)

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The simplest form of adventure gaming map is the orthographic or top-view format map, drawn on graph or hex paper and using the map symbols described earlier to depict map features. This style of mapping can be used to depict world, regional, and encounter maps.
The features of the map are drawn as if seen from directly overhead, often in the form of a floor plan. Height and depth are indicated by topography lines or notes written on the map (such as "The floor slopes down here towards the north at a 30 degree angel.") Mapping symbols are used to show map features. Special notes for the different types of maps are given below.
==World Maps==
World mapping is closely tied to the process of world creation described in an earlier chapter. Much of it will actually be done as the DM makes notes about his world and its contents. This is often best done on something other than hexagon paper. If necessary, a hex grid can be superimposed later (see Tips & Tricks section later in the chapter).
Sketch in the coastal outlines (if any), the major terrain features, such as mountain ranges, vast plains, mighty forests, and rivers that drain into the ocean. Think of areas in our own world that are similar to the lands being created. Keep an atlas handy for ideas on how these features might look in this new world. Next, mark areas of habitation and draw in major political boundaries. Select the area or areas that will initially be detailed by regional maps.
==Regional Maps==
Generally speaking, regional maps show wilderness. They are used to show greater detail about those parts of the DM's world in which adventuring will take place. If hex grids are used to draw the map, the most common method of mapping is to assign one primary terrain type to each hex and draw in the corresponding map symbol This does not mean that every square foot of that terrain area contains that type of terrain, but that the selected terrain dominates the area. Lakes, oceans, streams, and rivers are treated differently. They ignore hex boundaries and go where the DM wants them to be. It 1S possible to draw a region to conveniently fit within hex borders, but such a map looks artificial to the DM and will eventually feel artificial to the players as they explore it.
If graph paper or if no grid at all is useful a slightly different style of map drawing is required. Terrain features are drawn in as needed to suit the DM's world (rather than trying to place features inside artificial boundaries). Distance determinations are based on measurements like inches or centimetres (see Mapping Scales and Maps without Grids for more details).
==Encounter Maps==
More often than not, this map will be an interior space—the floorplan of a building, cavern, or dungeon. It also may represent the layout of a village, ruin, or a monster encampment. It can also be used for ships, forest clearings, or ambush sites. As the DM draws the plan he needs, special consideration must be given to how it might look and function if it were real. If the encounter takes place in a "made" area then it was economically feasible for someone to have built it.
The DM needs to ask himself if a building based upon his floor plan could stand by itself. What supports the Loaf? Are the walls thick enough to actually be made out of stone? How are any secret passageways or doors hidden in the construction? Is there any provision for heat, light, or sanitation?
Next he needs to consider the game aspects of the map and the ways it can enhance play. Does it guide or restrict movement in a desirable manner? Does it provide opportunities for strategic maneuvering by the pes and their foes? Is it an interesting backdrop for the action? If the answer is "no" to any of the above, the DM should get out his eraser and make modifications as needed.