 Level Return system by Barrels O' Fun (LUA_HUBS.txt)
an original setup separate from the system used in other collabs, but compatible with them.
To exit a level hold the stats button then press the menu button (usually tab and esc)



Return points:
Recommend treating 0 as a reserved number to prevent wrong returns
If no anchor is placed in multiplayer, then all players will spawn on the target return point instead of the player spawn pattern.
Binary
Use Rotation Loops to set Point #.
UDMF
on the Arg/ Tag/ Misc tab, use the point # field.



Return Anchor:
Ideally place at the center of all regular player spawns.



Translates spawns to the Return Point by moving the entire spawn point formation instead of all players spawning in the same spot. The formation's rotation will match that of the return point's.



Set up:
In the map, place a Return Anchor in the center of your standard player starts. Then place Return points where you would like players to appear when they return from another map. Each Return point needs a point number set up. Refer to the documentation for return points on how to set one in either binary or UDMF.



After you have a return point set up, go into your level headers and add the line
 “Lua.TPHub = MN:P#” to the levels you will be coming back from.
Replace MN with the map number you are returning to and P# with the Point Number you want the player to load at.



This should appear in game as if a normal player start was moved to where the return point spawns the player.



Custom Linedef action “HUBEXIT” ( LUA_HUBS)
Use Linedef action 443 Call Lua Function. Apply the name “HUBEXIT” in the upper texture field.
Uses floor height for map number
X offset for the Return point number



Custom Linedef action “SETHUB” ( LUA_HUBS)
Currently undocumented

