Actually, that behavior is the same you would get when entering a portal.. Anyway, if you need the coordinates of a specific map go to the map itself and find the spot you want, then write down the coordinates. Also, MapID is the numerical ID associated with the map, aka 1002 for TwinCity, 1015 for BirdIsland, etc.
Edit: Here, these are the basic city scrolls from my source. Only pay attention to the Teleport function. The format is MapID, X, Y
Code:
#region Scrolls
case 1060020: if (Calculate.CanScroll(Client.Char.Map)) { Client.Char.Teleport(1002, 431, 378); Client.Char.RemoveInvItem(I.UniqueID); } else { goto case -1; } break; // TwinCity
case 1060023: if (Calculate.CanScroll(Client.Char.Map)) { Client.Char.Teleport(1011, 189, 262); Client.Char.RemoveInvItem(I.UniqueID); } else { goto case -1; } break; // PhoenixCastle
case 1060022: if (Calculate.CanScroll(Client.Char.Map)) { Client.Char.Teleport(1020, 567, 564); Client.Char.RemoveInvItem(I.UniqueID); } else { goto case -1; } break; // ApeCity
case 1060021: if (Calculate.CanScroll(Client.Char.Map)) { Client.Char.Teleport(1000, 498, 649); Client.Char.RemoveInvItem(I.UniqueID); } else { goto case -1; } break; // DesertCity
case 1060024: if (Calculate.CanScroll(Client.Char.Map)) { Client.Char.Teleport(1015, 716, 576); Client.Char.RemoveInvItem(I.UniqueID); } else { goto case -1; } break; // BirdIsland
case -1: Client.Send(GamePackets.Chat("SYSTEM", Client.Char.Name, "You cannot use scrolls here!", 0, ChatType.Top)); break;
#endregion Scrolls