how about soldier
edit : because mapper need to know how to make easy to insane stuff
IDK if you have tier guidlines for soldier already, but I'll throw in my 2 cents.
1) Tier 1 requires only a basic understanding of movement mechanics. I think there is only a single tier 1 soldier map on tempus (jump_rush?).
Techniques: straight wallshots, single skips, flat pogos, little to no air strafing.
2) Tier 2 requires a refinement of basic movement and an introduction to more advanced jumping concepts. Jump_beef, jump_blueberry and jump_eons are great guidelines for what a tier 2 map should be.
New techniques: wallshots with turns, single speedshots, easy 2 rocket syncs, multiple skips, flat pogos with turns, wallclimbs, simple jurfs.
3) Tier 3 requires a mastery of basic movement and general knowledge of almost every soldier jumping technique. A jumper who can complete tier 3 maps has learned all he needs to be a successful jumper outside of jump maps. Tier 3 encompasses a wide variety of maps, punctuated by classics such as jump_jurf, jump_bomb and jump_pagoda.
New techniques: wallshots with strafing, multiple speedshots, triple syncs, tele-syncs, wall catch, speed pogo, wall pogo, short 2-wall down pogo, advanced jurfs, simple bounces, ctap.
4) Tier 4 requires refinement and precision that can only comes with many hours of practice. Beyond learning the concepts of jumping techniques, a tier 4 jumper must understand how subtle changes in positioning, aim and momentum effect the interactions of their rockets. Great examples of the complexity of a tier 4 map are jump_rope, jump_facility and jump_underground.
New techniques: optimized wallshots, optimized speedshots, sync speedshots, easy quint or quad syncs, wall syncs, ceiling syncs, floor catch, corner pogo, long 2-wall down pogo, short 1-wall down pogo, advanced bounces.
5) Tier 5 maps are the quintessential advanced jump maps. Many tier 5 jumps string together multiple advanced techniques in quick succesion, or include a twist with one of the more difficult techniques. Maps that accurately represent the difficulty of tier 5 include jump_apex, jump_aviator and jump_soar.
New techniques: quint - sept syncs, speed wall pogo, long 1-wall down pogo, edgebug, edgeshot.
6) Tier 6 exists to push the limits of what is possible with human execution. Tier 6 jumps often require extreme precision of several of the hardest jumping techniques, or even require learning a new technique specific to a single jump. Since tier 6 is the highest possible tier, the difficulty varies wildly from just outside of tier 5 to so difficult that only couple people have ever completed the map. There is no upper limit to tier 6, so I will list maps that are right on the edge between tier 5 and 6: jump_pharaoh, jump_edgebug, jump_fauvism, jump_lion.
Techniques: all.