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You can solve the latter by putting an invisible ring around the starting elevator/shaft (use the tube object in the simples folder, make it additive transparent and set the emit texture to 17 (emit disabled).
For the former you'd need to put a checkpoint at the top of the elevator shaft.
I also ran into a weird issue where the sigil (not sure if that's the right term, not part of the fandom) teleported me way underneath the level instead of to the endzone. approaching it from any angle except straight on seems to be a problem, could be that the teleporter/warpanchor entrance and exit scales don't match. If you're using a warpanchor, I'd suggest setting 'snap to exit' to prevent that happening.