I am not a big fan of what you do with slanted walls for wallshots. I feel like you end up getting less then optimal distance from them. An example is the first jump.
https://imgur.com/a/mIz3S The second jump is fine, but I fail to see the point, I suppose. You have a jurf and wallshot theme going on, but have quite an easy (and slightly slow) Pogo. Its fine though, but I think you can come up with something more creative then this. I would like to see at least a way to wallshot past if you are going fast or something.
https://imgur.com/a/1F6AJThe connector between the second jump and the third is at a very weird angle, and was easy to rampbug when I played on it. I would try making it a bit more standard, without the curve. In addition, the first jurf ramp on jump 3 is a little awkward due to its slant, and is too easy to slide off if starting the jump new. I would playing around with it perhaps?
https://imgur.com/a/PN8pdThe fourth jump is fine, but perhaps a bit too far? usually ss is a bit closer, and is more comfortable for alot of people. It is fine though.
https://imgur.com/a/cbTl8The slanted wall on the fifth jump is a pain to get a good wallshot on, and the jurfs are small, and are not fun to get speed on imo. I would enjoy this jump more if you made the second ramp a bit longer to let me get 2 rockets off on it instead of one.
https://imgur.com/a/nRuOnI found it a bit difficult to judge distances with the texures and lighting on the sixth, but the autoeb was consistent, and it wasn't too hard once I got the hang of it.
https://imgur.com/a/fbe31I am not a fan of the slanted sync surface triple on jump seven, or slanted sync surfaces in general. It is a bit annoying getting right underneath rockets due to how you slide down a bit when one lands. I also found it a bit confusing on where to go first, so make sure that is clear.
https://imgur.com/a/5W2XzI would love to see a platform so you don't need to fall so far for the telesync on eight. In addition this would clearly define where the tele will happen, which would make things easier. somewhere where the white square is perhaps?
https://imgur.com/a/tRRijIn addition I remain adamant against all slanted single wallshot walls, and find this one that this one also is a bit too easy to slip under and bonk, which is unnecessarily annoying imo. Perhaps add player clip? Wouldn't be a big deal if I was good though.
https://imgur.com/a/6VqICThis ramp after though is rampbug city. I would definitely make it perfectly horizontal, the upwards bit along with the side makes it very easy to rampbug on, and I would aurgue doesn't help one much to even beating the jump.
https://imgur.com/a/GXI8BThe ninth jump is good. I enjoyed ss to wallshots. It does feel a bit cramped though, but that may be personal taste.
https://imgur.com/a/YNdx2The tenth jump is ok, but I fail to see the point in the staggered ramps, tbh. I know it is interesting aesthetically, but I feel like it also fucks a bit with the timing, and sorta complicates things? I didn't struggle too much with it though, so it might be fine.
https://imgur.com/a/cS2SS. I remain defiant against slanted wallshots though, and would advise instead a straight wall perpendicular to the player start position; drawn here in blue.
https://imgur.com/a/dxBei also was unsure about where to go at the end of it, unaware of the backwards wallshot. Please put a line of some sort that symbolizes you are suppose to jump behind, or maybe take that bit out entirely.
The eleventh jump is fine in concept, but awkward in execution, imo. The jurf is small, and feels claustrophobic, and the last ramp doesn't quite have enough space to support 3 rockets, and makes it awkward to get in the hole. I think reevaluating your spacing from a dead stop here would do you some good.
https://imgur.com/a/rUNtUOverall, I think there are three main things you need to focus on with the next revision. First is making high quality ramps. There are alot of surf mapping guides I know for a fact that would probably able to provide you tutorials on how to make high quality ramps, but as your map stands; your ramps often feel claustrophobic, with little room to pick up speed and often seem to be at strange angles. I like the concept of the jumps, but I feel like the ramps let it down a bit.
The second thing I would focus is how each jump plays from a dead stop. I can see you are putting a speedrun flow into it, but it's as important to make sure the jumps play well from a dead stop as well.
The third thing is your lighting. Don't do a mireal and put lights too close to surfaces; it makes slightly blinding circles and doesn't dissipate light in an efficient way. Alot of the map is dark, hard to see, and kinda foreign, but with a few changes in lighting, it could look a bit more lively. Mess around with the light fade away settings, and how close you set them to surfaces. If you haven't I would also recommend looking up lighting tutorials; I know afterglow links a very good one in his basic lighting jump map tutorial thing on youtube. I also know sitood does a very nice job on destination v2 with subtle lighting that isn't straight away apparent there is a light there, I would suggest decompiling his map just to see how he does it.
havent slept in around 2 days, so this is going to be littered with all sorts of spelling, grammar, and whatever else errors, but hopefully you can understand what I am getting at. let me know if something doesn't make sense though