Theo R Cwithin
I cast "Baconstorm!"
What makes a good dungeon map good? I'm referring to the design of the map itself, not how it's presented (eg, Logos v Schley or whatever) or what inhabits it. I'm curious to hear specific pointers, abstract "theory", links to articles, whatever. Sample maps to illustrate are also helpful. (Heck, even "bad" maps can be helpful, too.)
I'm writing up an adventure as I learn 5e, and realize I haven't actually sat down and drawn a map myself in probably 15 years! I could just use existing maps, of course, but I'd like to do my own this time around for the practice. So I'm interested in hearing DMs' thoughts on the elements of good map design.
tl,dr:
What makes a good dungeon map good?
I'm writing up an adventure as I learn 5e, and realize I haven't actually sat down and drawn a map myself in probably 15 years! I could just use existing maps, of course, but I'd like to do my own this time around for the practice. So I'm interested in hearing DMs' thoughts on the elements of good map design.
tl,dr:
What makes a good dungeon map good?