I'd have to say other.
Basically I have this rather large (3'²), square piece of thin white pseudo-wood with a grid system on it. They are numbered with X## and Y##. I don't know how many squares, either way: they're lots. You can use the square for any type of square meassurement you want. Meters, furlongs, yards, rhinotoeclippings. I usually leave them at five feet but sometimes it's ten or 15, depending on how large the area is and how much detail I need.
The figures are basically coloured chips (red for the party, green for NPCs, gray for unknown and black for obviously hostile) and in the case of the players they all have a little sticker with their initials on them.
I put a plastic foil (the kind you use for overhead projectors, just larger) with the same meassurements as the board.
Your standard battle looks like this:
I quickly describe the scene, ask my players what march order/formation they're in and quickly sketch out the area with three markers. Blue is solid structures such as walls, trees, etc. Red is cartographic data (red squiggly arrows a change in height (for terrain), straight arrows a slope and the numbers are the relative height (0 being normal ground, - being holes and such)) and yellow is for doors, treassure chests, ponds and what have you not.
My style of drawing these is very simple but it gets the point accross.
We're in an opening in a forest, there's a few large trees standing there and we're basically surrounded by dense woodwork that we can't see into all too well. The tree is this thick and so on.
It may sound complicated as hell but it's very convenient. The enviornment is perfectly destructable (so you just sent a crackling lightning bolt straight into that tree? *roll roll roll* It catches fire, is broken apart where you hit it and falls about here. *wipe wipe draw draw*) and it gives a great insight into just how the battlefield (or the city or the target temple for looting) looks.
I keep most maps on small post-it note sized papers so I don't have to draw them from memory. So whenever they're traveling somewhere I just describe the scenery because I'll be damned if I draw them the whole damned desert. But as soon as something that requires knowledge of the landscape comes up I whip out the markers again.
Usually when they enter cities they can buy a town map (a nice, printed out map for them to look at) while I draw crude groundlines. Sometimes I have to add relative window positions and heights on harder to get maps for the party rogue. Usually the scale is a lot less detailed then.
Sure, it means a lot of extra work when someone decides to explore something by night without a map (usually they have someone with a compass drawing a map as we walk along, these guys are mercenary pros) or if we're crawling through a long forgotten dungeon. But in the end it's worth it.
It adds a lot of depth to the game and makes the actual experience and profesion differences visible. At least with good players. The first level fighters will still act clumsy and cocky or shy, according to their character. They'll slip up while rogues will sulk behind and sneak about. Really sneak about, not just say "well, uh, I snuck up behind the ogre and totally pwned him!" but actually making a path. Sometimes stumbling upon traps. Usually not, though.
The barbarians will usually charge angry and huffing in as traight bullrush line, shrugging off most attacks and tactics to stop them, the wizard will be more tactical while the sorcerer just relies on his natural talent with the art to destroy anything that comes too close.
Experience also matters. There was a young, upstart troop of mercenaries who were heavily equipped with magical weaponary who were funded by the Church of Mask to put "my boys" out of comission to protect some of the church plots.
They outnumbered my guys easily and even their equipment was better. But my guys (from now on refered to as damned mercs) chose the battleground through a strategic retreat (not without problems, mind you, but the youngins were a bit too green behind the ears to realize that while wizards are great targets you shouldn't try bullrushing them out of a tight formation when they're well guarded. That boy got his leg cleaved off by an excellent critical AoO) getting them into a bottle neck trying to get up the hill, pelting them with arrows and magic (and conveniently placed heavy boulders.)
This would have hardly worked if I had said "Well .. you're in this open field and behind you is a hill that is only accesible from where your back is facing. You see some boulders but the youngins are already closing in on you." Instead they saw: We can get this distance behind us swiftly and safely if we hold our turns in such an order that the rogue can go first with laying a trap and that the meatshields can go just after the ranged attackers so keep them covered. We've also got some heavy boulders up there and a bottleneck where a landslide has placed a lot of debris.
But I'm trailing off.
Yeah, my sollution is cheap (as I'm chronically flat broke) and tricky at times but it really enhances the game. Which doesn't mean that it's flat out mean to the players or me. If I want someone to get away or not get away I can somehow arrange that with a snare, a monster or someone simply tripping. I like to hide the rolls so I can influence the game where I need to (I can't have the cleric die from a trap she missed if they'll really NEED her to get past the undead hordes at the exit.)
A good room description is still required to add an element of depth and also understanding. Otherwise it just looks a lot like a pretend city.
It really depends on your preference. I'm just the type of guy who extorts every bit of definition out of the rules and the enviornment.