One-page dungeons: the map and its key together

Paint rooms and corridors on a square grid, or let the generator lay out a dungeon from a seed, then place the doors, the secret doors and the traps. Every numbered note becomes a line of the key under the map, so the page is the whole adventure.

A copy for the players

Keep the numbers, the traps and the secret doors on layers marked for the game master and print the players a map without them, as the party maps it. Three looks: the old-school blue, a crosshatched ink drawing and a blueprint. A4 or A3 at 300 DPI; for a fight at one inch to five feet, use the Battle map.