You should just pick one version and roll with that, no point updating two maps just because of a slight difference in colour. With that said, the textures are very nice overall, and I prefer the washed out textures of the sleek version.
The jumps are unique, but are very convoluted straight from the beginning. It is generally not a good sign when you need to memorise a jump by noclipping around it, but that is more a product of long wallpogo jumps than bad map design.
On to the actual jumps..
The beginning of the first jump is a little confusing, I have no idea whether this is intended or if its a bounce or you are meant to shoot/jump up to the wall like in any attached c1 TT. Might be an idea to add some helpful game_text or clarify with texturing.
The second jump is actually quite fun, but suffers mainly from sudden syncs. I think it would be a swell idea to add in some text on the ground where you are meant to sync or on a wall where the player may be looking to indicate what to do. Something along the lines of x2, x3, x4, x5 for double, triple, quad, quint respectively. The first sync of the second jump is a little confusing at first, I did it by syncing straight back up then wallshotting to the other side, if that is intended consider blocking off the underneath part, as it is a little misleading and baits you into trying to sync up the other side. I think you could just keep the bit on the left to reset the jump and block everything else off.
Very sudden quad/quint. Text would be helpful on the wall in front. Also consider adding some more lighting to illuminate the glass platform, might help with jump cohesion just a tad.
Jump 5 could do with some texture clarification, maybe add in some texturing to clarify that you need to switch walls, BEFORE the shootable wall gets to the corner so you don't try to preemptively corner pogo. But this isn't too big of a deal, as the texturing is consistent and it's quite obvious if you need to switch walls or not.
Last of C1 is very nice.
C2 is extremely difficult, and a few of the jumps are quite frustrating.
First jump of C2 you can stand on the middle divider and skip the second part entirely.
Looks like the tele needs to be moved up a unit as it is just inside of the block.
The second jump is more suited for a bonus, it just takes ages for it to reset, a solution could be to have multiple copies of the jump on different timers.
I'm going to predict the strat for the 3rd jump will be to wallbug all the way down the bottom, that's one heck of a jump.
Probably not a good idea to have a pit of death on the 5th jump, also its quite easily cheatable with some handy console commands
Just pogo in between the playerclip
Last... I don't really know what to say.