Editing and removing the original content of this post to discourage anyone else from doing what I did. It creates other problems. These are the issues that I ran into while using the mapper. These are all issues dealing with the map following you after the map has been created. I had no issues creating rooms with the stock setup. Maybe my solutions will help someone else. After significant number of changes to the generic map script, I discovered that a simple settings change that solved one problem ended up solving others as well. The following issues and solutions seem to work for T2T, The Two Towers mud.
1) In one zone/area, rooms sometimes change names, messing with the mapper's room recognition and stopping its ability to follow you.
2) As the mapper followed you through rooms that shared room name/exit combinations with other rooms anywhere else on the map, it would jump your position back and forth between them, confusing where you actually were.
3) Sometimes even moving in a straight line, the mapper position would jump back a room, leaving me constantly off by one room and messing with my ability to speedwalk anywhere without getting lost.
4) The mapper will follow me through chains of rooms that have only special exits if i move between them manually, but will not follow me through them if I speedwalk through them.
5) The mapper would almost always get stuck somewhere on speedwalk paths.
I'll go through the solutions in a different order, as in some cases the fixes for one change the circumstances of another.
3) Turns out the the mapper was adding rooms to the move_queue but not always clearing them out with move_map when I moved between rooms. Took a while to figure this one out. I type "look" obsessively while I'm playing, without realizing it, and every time I did, it caused my move_queue to not clear on subsequent movements. There's an option you can set to true or false in the mapper, search_on_look, which uses the results from the look command to verify your position. I do not have the triggers for the room description setup to verify position based on "look" results, so this was never clearing from the move queue and was causing backup. There are two options to fix this: turn off search_on_look or setup the trigger correctly for look to verify your position. Ereane pointed out the search_on_look option to me on discord and setting this to false solved the problem. Then I noticed it would sometimes happen again if i was careless and ran against barriers carelessly, adding moves to the queue and not clearing them. I had forgotten to add "You can't go that way" to the English Failed Move Trigger. Once I did both of these, I stopped having move queue problems.
2) I originally solved this by removing all references to the find_me function in the map script so that it wouldn't try to auto locate you. Turns out the backed up move_queue was causing this problem as well. Since the room name and exits didn't always match the expected room that was next in the move queue, the mapper tried to recalculate my position and was unable to, and would put me in various parts of the map. With the move_queue problem solved, the mapper no longer jumped me around and I can leave the find_me stuff alone, allowing the mapper to find me correctly, if for some reason it ever bugs out.
1) The fix for this was all about triggers. I added the information to
https://wiki.mudlet.org/w/Generic_Mapper_Additions
4 & 5) I have not found a way to solve these actual problems, but I did create a work around. in my speedwalk alias, I added a send("blahblah") command after the actual function for walking, so it would send a command to the mud that was not actually recognized. When you send an unrecognized command, the mud responds with "What?" So what I have done is, in my speedwalk alias, i have added enableTrigger("What Trigger") to enable a trigger and added the send("blahblah") after the speedwalk function. I created "What Trigger" that fires on "What?" that teleports me (sets the room ID and centers the view) to the room I originally told it to speedwalk to. If I had not found a way to make it fire at the end of the speedwalk alias, rather than at the beginning, it would immediately set me at the intended location and then the map would move as I moved through some rooms and get off again. Then once that is done, it disables itself, so that it doesn't mess with me if I typo something on accident later, and clears moves (just in case). Now, the map always ends up at the intended room after a speedwalk, even if it craps out somewhere along the path. For the most part, it no longer gets stuck in the middle of speedwalks, thanks to the earlier fixes, unless I'm moving through back to back rooms with only special exits, so this is rarely needed, but I needed 100% reliability.