There weren't any t6+ pogo maps, so I decided to change that. Features phasepogo, speedpogo, and a lot of syncing/catches on pogo surfaces. Probably t8 or high t7 right now, might end up t9 if I commit to putting in some harder jumps.
There's a lot of detailing and some spacing left to be done. I definitely have more jump ideas I want to add but I could easily keep going too much to ever finish the map, or end up making it too difficult and long to bare. I'd love any feedback, criticism, or ideas on changes that could be made.
Current Latest VersionJump descriptions:
Jump 1: sync skip
Jump 2: wallshot -> sync skip -> sync skip -> slide on ramp to end
Jump 3: skip -> sync on second phase platform -> skip off third phase platform
Jump 4 (see note): pogo catch -> phase catches -> triple -> upwards phase syncs
Jump 5: pogo catch to get to 1100 hu/s -> prefire 2 -> skip with prefires -> strafe
Jump 6: telesync -> triple pogo catch
Jump 7: multiple repeated pogo catches
Jump 8: prefire second phase platform -> speedpogo -> sync first phase platform -> sync with prefire on second phase platform -> skip off last phase -> wall catch
Jump 9: gaylord2/nincompoop skips (with catapult in place of the speedshot, might want to make another jump that uses a prefire you can do from that)
Jump 10: skips -> triple pogo catch
Jump 11: catapult -> quad sync on phase -> pogo catch or just go straight to the wall if your quad was good enough (this one feels to me like it's the most in need of change/removal)
Jump 12: six-rocket bundle -> walk off -> sync with rockets on phase to get maxvel upwards -> shoot off wedge -> sync skip -> wall catch
Bonus: Uhhhh, you do a cornerabuse. Wallbug while wedged in the barrels and you get a ton of momentum, it's weird.
Note on jump 4: there's a catapult that sends you at a fixed speed if you go fast enough off the ground, get a half-decent triple and you'll always go the same height. Hold m1 after the triple when doing the first upwards sync and it'll line up for free due to the catapult.
I haven't forgotten about jump_experiment, but I don't think I'll do much more for that map other than making it more pleasant for demo and some fixes/detailing. Sphinx has just been a lot more fun to work on/play