So, I'm making a game
And my town maps are what I'd consider larger than normal. I like it...but I saw a post earlier about how if a map is too large, it grows boring...
do you guys prefer large maps or small maps.
Okay, I'm going to give you the dirty little secret. "It isn't the size of the ship, it's the motion in the ocean".
What does that mean? The size of your map really only matters in RPG Maker if you've got a whole lot of empty space, uninteresting stuff to look at, or it's causing lag in the final product of the game. Edges of maps are "transition points". Basically, they are when you move from this location to the next location. As a player, I often wonder, "okay, if this directly connects to this other location without any hidden "boring" space in between... Why does this have to be on a separate map where I have to load it?". Granted, most of that is "the game can only handle so much at a time", but it does often beg the question. Why is there a 5 second load between THIS tile and the NEXT tile that I somehow can't see, 'cause it's the edge of the map?
There's a reason overworld maps aren't broken up into sections and load as you travel to them in pretty much every RPG. Every transition you make, from map to map, temporarily mucks up immersion. It's difficult to believe a world is big, if it's split up into several different maps that load the moment you hit the edge of one of the maps. It's difficult to link those maps in the mind of a player when you do that as well.
The example above with Lindblum in FF9 is kind of an example of how to do "big city" well. A player traversing those map edges doesn't assume each map DIRECTLY connects with the next section. The way they're put together, most players assume that you're only playing the "relevant" sections of the city and the game is skipping all the boring junk with nothing to see or interact with. There might be two or three missing screens between maps. Nobody really wants to walk the 500 yards down the street to get to the next section (a few of the newer Pokémon games prove that with their massive main cities with nothing on them 'cept random NPCs).
So, when you do a map transition, you have to have a good reason for doing it. Each short transition to the next map immediately shatters immersion until you get control of the character back again. So, "travel time" should usually be at least implied by the map transition. You know, like in dungeons. You hit the staircase tile, map changes, you're on the next floor down. A player naturally infers you're skipping the boring nonsense of watching the character walk all the freakin' steps down to the next floor. Walking into a house/cave is a bit different. When a player walks into a cave, they immediately make the distinction "This is connected to the world outside, but it isn't part of the world outside. This is a separate world". They usually do this subconsciously. So, the map transition when walking into a house or into a cave is an indicator that the immersion should be broken for a second because you're suddenly doing something different than when you were outside. You step into a house, your goal is to find the NPCs and the loot. Outside the house... your goal is usually to explore the city, find the places you can buy stuff, and buy stuff. You walk into a cave, your goal is to usually find the end of the cave where the exit is... or the monster is... or the plot device... or the treasure. On the overworld, the goal is to explore, fight monsters, and get to the next plot relevant area.
Map transitions mark a break in a player's brain. We're naturally inclined that it means something. Think of it kind of like how a movie will black screen for a moment before switching scenes. Or, just jump locations entirely. That's pretty much what you're doing with a map transition.
So, with that in mind, your maps should be as big or as small as you need them to and less about intricacy and more about being memorable. Most people remember nothing about a maze except how much of their life they wasted in it and how frustrating it was. Most people will remember Twoson from Earthbound because of it's Apple and Orange Kid... and the Happy Happyists... And various other stuff. Maps in Earthbound were sometimes huge. Sometimes small. But, there wasn't an inch wasted. Much of even the "empty space" went towards simply creating atmosphere in the game.
Basically... I think the only answer any person can give for "do I make large maps or small ones?" is to simply ask you back, "what purpose is your map going to serve and will more or less space change the atmosphere, tone, or gameplay of the game?"