How did you code that system, in a nutshell?
Since you mention having support for only 4 pillars I suppose you code a set of events for each pillar, therefore I think there might be a more efficient way to do it.
I use some common events, one common event save all the coordinates, and there is other for each direction of the chara,
in right direction (for example)
at 0 step (with pilar1,2,3,4,etc)
at 1 steps (with pilar1,2,3,4,etc)
Yeah I was thinking of using rope sprites (as many as you need to fill the space between the character and the edge of the screen).
Each time a new rope sprite appears in front of the hero, check its coordinates and terrain ID. Have the pillars use a specific terrain ID.
If the terrain ID match, have the hero move in the direction he is facing until he reaches the pillar. Delete the rope sprites from first to last.
I think you'd have fewer events to code that way, and you'd only have to copy/paste the ropes from one map to another (or even better: copy/paste a sandbox map whenever you create a new map).