When I was a kid first learning to play Dungeons & Dragons out of the Mentzer boxed set, I didn't have much access to supporting materials. I lived out in the boondocks with the nearest city an hour's drive away. Going out to get magazines, let alone modules was pretty much out of the question. And I was the only kid in my school that wanted to play. (I learned from a friend in another town on the other side of the county that I saw three or four times a year.)
My first exposure to D&D was this the two adventures out of the Red Box Player's handbook, which I played over and over dozens of times. I ran other interested kids through the second sample dungeon to learn the game as well. And here's the thing about these adventures : the map is nonexistent for one and totally optional for another. There was no tactical play or positioning in either. Combat is totally abstract and Theater of the Mind.
In effect my early experience of D&D played more like a Fighting Fantasy or Choose Your Own Adventure book... Which were my favorite pass times in those days. And that is how I ended up playing them with my would-be players (I ran numerous other kids through those adventures. The maps were next to useless) .
The Dungeon Master's Rulebook included a sample group adventure... A follow up dungeon with a map and a pre-stocked 1st floor, but it relied on the new DM to stock the lower floor and plan the floors below it. Now, I mapped out a bunch of dungeons using the cool mapping tools they suggested... But as my play was totally Theater of the Mind, I found the precise details pretty unhelpful.
The lackluster presentation of that adventure, and the randomness of the stocking method suggested (these days called the "Barrowmaze method" ) also suggested to me that pre-written adventures wouldn't have much to offer other than a map. Not being able to get them anyway, I just decided I would home-brew my own material and be done with it.
The mix of TotM play, only having the Basic Set to work with, and total isolation from the rest of D&D culture meant that my formative years of play went swiftly towards a theatrical, low-prep, and rules-loose style of game. By the time I got a stable group together that wanted to play regularly, I found that a dungeon map could easily be replaced by a flowchart for 90% of my play needs.
While my style of play became more technical as I graduated into Advanced Dungeons and Dragons, my use of maps was pretty scattershot at best. What I needed was just a guide to the way the locations and encounters interconnect. And by the time I had moved into Dungeons and Dragons 3rd Edition, I was working with players who actively disliked crawling through dungeons in favour of sweeping sea battles, adventures outdoors, and courtly intrigue. I stopped using maps altogether.
(During this time I was playing more RIFTS and Shadowrun than D&D, in general. )