Thanks for having a look. One thing I was worried about was the distances. I ctap (most, if not) all my jumps, so #3, the wall block felt comfortable, along with the distance to the door on #6. Been ctapping on jump maps for quite a while now, and I still haven't decided if it's unreasonable to require them (Klanana, Waves, and Duey come to mind).
EDIT: Seeing as how so far my map is based around ctaps, I feel fine about it; I'm leery how my fellow jumpers would see it, and if they thought it'd be a deal breaker. "So many ctaps. Pass." You know?
#4 is a ctap. I can push it out to be clearer.
I may add a third platform to #5. I wasn't sure about the difficulty progression, if it would make it too hard too fast.
#6, my intention was to soften up Pagoda #8--jump out toward the door, shoot the switches, fall through.
#7, the distance is tough again. A good ctap will send you past it. :/ A medium ctap will get you right where you need to be. I'll func_nogrenade the walls.
#9, maybe I'm just bad at triples, heh. I struggle with this one. I considered making the walls not shootable, so you'd have to get the height (a good triple), rather than getting up there and then wall climbing.
#10, I'm not sure about the distance myself. If I get it just right, I can fly over the ss sync. But if it's a little sloppy, I don't make it at all. Maybe the lack of forgiveness is the problem here.
#11, NP. I had a wacky idea for backward steering and shooting. I love "shoot the target" jumps and I felt like I had a fresh take on it, combining it with a not oft-used technique like backward steering.
Thanks a ton for the input. All under advisement. I hope to put out an alpha 2 in the next week.