Eh, that's the way a lot of RM'ers do it and it's crummy mapping.
First, why is there a path in a seldom-used cave?
Second, --have you ever seen a doorway? People typically don't put things near doorways or portals. And stuff doesn't regularly fall there naturally, considering water/wind movement pushing things around. Stuff generally clutters up around corners.
Third ...why do I always see plants growing in RM caves? There's no light o.O
You can do the following for a more interesting route:
- For portals leading outside, have a door-shaped swath of light beaming on the floor. That says to the player, "hey, there's a hole makin' that light".
- What I do, besides the above, is grab the cave portal for north exits/entrances, and then using only the hole-shape of it--make a hole in the darkness leading away from the map, showing the outline of the portal. It grabs the attention right away, and looks more like a believable exit. It also gives your cave a less "boxed-in" feel to it.
- if you suck at editing graphics, instead of just making a little single-tile indentation/notch or a path (again, why would there be a path in a seldom used cave, anyway?), add outcroppings of wall on either side of the exit. Caves don't typically just get holes worn into flat surfaces, the portals have a belled opening or "maw" shape to it. So placing outcroppings on either side will tell the player that this is actually a hole, an accessible area, instead of just a silly little indentation.
example:
_
__ __
___| | | |_____ instead of: _____ _______
|___| |___|
^ Door ^ Door
Hope that helps