I want to expand on some issues raised in the comments to the mapping post. Norman Harman thinks players conflate "maps as visual aids" with "maps as tools to find a usable route". If the players don't enjoy mapping, then the GM should handwave getting back to a dungeon entrance. Just say, "you make it back to the entrance," or draw the whole map for them, or maybe use a roll similar to the Map skill in Chaosium's Stormbringer.
Now, I can see value in distinguishing the two goals of mapping, but I have a problem with the handwave solution. I think it's important not to treat "mission/quest" adventures the same as "dungeon crawl/exploration" adventures. For an adventure with a mission, it's practically mandatory to handwave getting to or from a location when there's nothing of interest along the way. If there's a chance of getting lost along the way, it makes sense to reduce it to a die roll.
But for exploration, where there's always a chance of getting lost, player choice is important. The players are not required to map, but they should be required to find their way back. If there are five tunnels connecting at a single intersection, the players must pick which tunnel they walk down.
This doesn't mean I would never draw a map for players during a dungeon crawl. In keeping with the "visual aid" side of mapping, I would draw a quick sketch of rooms with columns or unusual shapes, or complicated intersections. I would not draw ordinary rectangular, circular, or elliptical rooms, or four-way or T intersections.
I would also not punish players for not mapping; if they've passed through an intersection or room within the last turn, I'd tell them, "you think you've been here before." Certainly, if there are signs of their former presence, I'd tell them that, too: "You see the corpse of the lion you killed earlier." And if they can see far enough down one corridor to spot a familiar landmark, I'd tell them that as well: "Down the middle corridor to the north, you see another intersection, with a familiar-looking statue of a crow."
But I would refuse to make a decision for the players. If there are three identical tunnels in the north wall of a room they've been in before, they have to remember which one they came through. First, because that's the point: they're exploring. Second, because if their choice leads to danger, even if it's the path they actually took previously, then I can't railroad them into danger: they must have the chance to avoid that danger by making a different choice. Third, because even if they don't map, there are other actions the players can take to not get lost. They can keep notes ("Entered 3-north-tunnel room from middle tunnel.") They can make marks (Hey! Maybe the monsters won't erase or change the marks.) They can use magic, like Find Path.
Urban adventures? Sure, handwave getting back to the inn from the marketplace. Rescuing the princess from a simple tower, or slaying a monitor lizard in a shallow cave? Handwave those, too. But if the point is exploration, the players must have an opportunity to fail.