Basic Mapping Considerations (CSC)

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An effective map is one that communicates exactly the right amount of information needed by the DM to run the game—no more, no less. Map making can be as simple as drawing a rough diagram of a few rooms in a dungeon or as complex as multi-color, three-dimensional perspective maps of a vast underground realm.
At the most basic level, mapping can be done with a piece of scrap paper, a pencil and few quick doodles. From an adventuring character's standpoint, this is really all that he will be able to do during his explorations.
However, by necessity, a DM needs to produce something a little less basic, something not quite so unpolished. The DM's map will need to contain more information than "here is how we get out of this mess."
The complexity of the DM's maps depends on the DM and his playing style. One DM may precisely draw intricate floor plans on finely gridded graph paper that locate every item in each encounter area, name each area, Just ceiling heights and wall thicknesses, give the hit points of all doors, indicate the local temperature, and describe the type of construction to be found there (even to the point of defining the type of stone). At the other extreme, is the DM who roughly sketches out the relationship between encounter areas, shows corridors as lines and makes up other details as he goes along. Both styles of map making are valid. The precision detail style is particularly suited to maps where puzzle solving or three-dimensional play are key parts of game play. The second style has its uses for warren-like lairs, where tunnels weave in arid out, but have no important features. Nevertheless, a style somewhere in-between will best suit most DM's gaming needs.