I vote for a mix. You don't want every map to feel like a boring Point A to B hallway romp, with nothing else to do. But you don't want every map to be tedious and huge either. I advise to keep your large non-linear maps focused on major dungeons (usually those that might impact the story), and leave the others to be a little more linear.
You also don't need every non-linear dungeon to be huge, either. You can have small ones as well. Pacing is important either way. For me, for every huge non-linear dungeon I play through, it's nice to have a couple smaller ones afterwards.
You also don't need every non-linear dungeon to be huge, either. You can have small ones as well. Pacing is important either way. For me, for every huge non-linear dungeon I play through, it's nice to have a couple smaller ones afterwards.
