Everade Yes, thats usually what you're supposed to do. But the way that the multiplayer plugin works is that it will set the players position to an exact position on the screen.
My problem lies within having seperate maps (different layouts) lets say there are 2 players on my server at one time. There are both in the overworld and player A decides to go do a quest. The quest is to go do something in a cave. Normally you would just have the cave on a seperate layout, then when the player enters the cave, you go to that layout. Leave the cave and you go back to overworld layout. However, since player B is still on the overworld I can't just switch layouts. Now the server has a different map loaded with different collisions resulting in player B being able to walk over some walls/not able to walk over empty space.
One way of solving this is just to make the one layout have all the maps, then set the players position to wherever the "door" is that they went through when they do. My biggest issue would just be trying to handle all of that, keeping track of positions, not letting players show other players and objects not on their map, etc. Then you'll get performance issues on the clients end because they have to have every single map in the entire game loaded at once.
So either there needs to be some sort of relative position (the server would have every map on one layout, then each player would have them in seperate layouts, the server would then tell the client the offset position relative to their current maps top left vs 0,0 so the client can put them at the correct position), or the multiplayer plugin needs to somehow support different players being on different layouts.