D&D General D&D Dungeon Map Design: Good and Bad

If I am going to use a map for TotM, I sometimes go with "each square is about 2 paces."
Bingo.

I draw my maps primarily to be a DM tool to describe a space to the players. A lot of people don't understand why I make such detailed maps when ALL my D&D play is done theatre of the mind. I draw them to assist DMs running games like the ones I play and run, and I find that a nice detailed map makes it easier to describe a scene.
 

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We should talk a bit about secret doors in dungeon maps.

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Secret doors are better if they're not really secret. Indeed, they're practically useless otherwise. If they're never revealed then at best all they can do is add to the general confusion of a typical dungeoncrawl. The dungeon above would be best if Players go into it knowing there are lots of secret doors to look for.

Not really secret doors come in different forms. The most basic form is the Random Secret Door, which is an actually secret door that Players just randomly decide to look for and find without any clues or reason to do so. Another is the Open Secret Door which is revealed because it is unconcealed. Yet other not really secret doors are Mapped Secret Doors which are indicated in a note or on a map that the Characters have. There is also the Implied Secret Door found in dead end corridors and between rooms.

Secret doors are meant to be revealed.
 

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