This first examination of Underworld & Wilderness Adventures will only be concerned with one thing: mapping the dungeon. Specifically, player mapping of the dungeon environment. It will be brief.
There are several schools of thought regarding player mapping. EGG recommends basically trying to confuse the players at every opportunity, rendering their map useless, unless the players are very diligent. At the other end of the spectrum are referees who essentially reveal the entire map from the outset, simply placing it on the table for all to see.
Somewhere in the middle are those who enjoy the experience of a player-maintained map, but who dislike the notion of "screwing" the players by allowing their map to be grossly inaccurate. They reason that the characters are actually occupying the imagined space, and would not be prone to the same mistakes the players might make.
I have a background in drafting. I have held numerous jobs which required me to measure and draw existing structures. I can tell you from my own experience, as well as that of co-workers, that accurately diagramming a given space is not simple nor easy. I have performed this function at an easy pace, with the proper measuring equipment (including laser-type measuring tools), with good lighting, and without the stress of worrying about a pack of ravenous kobolds rushing around a corner. Rarely do corners line up, do doors or windows fall where they should, or is a square room square.
Characters are in a setting which features flickering torchlight and highly stressful conditions. They are likely using a measuring device no more sophisticated than a knotted string. They are certainly not drawing on neatly lined graph paper.
I believe that if a referee decides to require player mapping, he should accept that players will misinterpret his descriptions and make mistakes. He should not feel somehow guilty or responsible (unless, that is, he intentionally misleads them). Mapping in a dungeon as you go is an inaccurate undertaking, at best. Perfection is unattainable. Get over it.