It can never be 'easy' in the sense of just drop it in and it works, the look of the map has to complement the game, i.e. it would be no good having a top down fully lit map for a zombie fest or a high res detailed 'modern' map for a fantasy style game. In addition only the game maker knows what they want to appear on the map.
For example for the scrolling map I did for the Big Escape level I made a copy of the map and deleted all the trees and bushes and 'moveable' items like barrels and boxes, I also deleted all the enemies and 'temporary' items like tents and road blocks.
Next I wrote a Lua script that put the camera at specific coordinates 10,000 units in the sky and each time a button is pressed moved along a set number of units in x, at the end of the 'row' it moves back to the origin x and down a specific number of units in z. I use a screen capture tool which names the files it creates and pressed the capture button for each screen.
I ended up with several thousand individual screens for the BE level and it isn't really that big of a level!
Finally I put all the screen captures through gimp in batch mode (on my Mac) and cropped each one to just the middle 64x64 pixels portion, each of these are a single tile which is then loaded as sprites into GG for display in the scrolling map.
It is possible I suppose for Lee to have GG do that automatically, but it would only work for a specific style of map and you would still need to display the tiles somehow, either as I did with a Lua script or again have Lee write a specific engine addition to do it. (a simple way of doing it in engine would be to render the scene from above including only static entities but then it would not be a true 'map' as it would contain trees and bushes and grass which you would not expect to see on a 'map')
I think basically people have to accept that some elements of a game, especially the 'polish' that makes a really good game, are always going to involve a lot of work!
Been there, done that, got all the T-Shirts!