mrpopstar
Sparkly Dude
I have no expectation that the players will map the dungeon as they explore, but experience has taught me to anticipate at least one player at every table who likes to map.I find that a lot of my games now-a-days involve only a few rooms, maybe 4-6. I find no need to have these mapped by the players. Even if they go underground to a series of mines or caves we no longer map. Maybe the players know that they will be steered back to the planned adventure if they wander long enough. I usually asks for a group check and have a wandering encounter if they fail.
I engage with the player mapping process by encouraging simple lines to scale that focus on route, with notation that details dungeon highlights and routes not taken. I find that group discussion is more productive in terms of supporting common agreement when there's a map on the player's side of the screen that provides for visual spatial alignment.