Thank you for the feedback, Finn. I took some of your advice and made a few changes:
- Fixed the skybox issue on the transition between 9 and 10
- Made the pillars on jump 12 solid
- Added a box around the last target on jump 12
- Added arrows on jump 12 to make it more clear where to go
- Made the bottom of the frame not solid on jump 15
- Added numbers on each jump
I didn't change the faces on any of the targets, because for all except two the whole brush is valid to be hit, and those two are already marked appropriately. The idea is that if a player sees a red side, they know it's good to hit, and that they should try to aim for at least one of them.
The spacing on the last part of jump 12 is deliberate, since often people aren't at nice distances away and you need to jump lower to hit them properly.
I don't know if anything needs to be done with the last jump. I think it's ok, but that's probably because I've gotten used to jumping it. I'll also wait for others to play it and see if it needs to be adjusted.