-jump 1 - super cool, feels consistent as well.
-jump 2 - impressed how well this works. I end up hitting the sync around the end of the ramp, which personally feels uncomfy,
but it feels really consistent. I might extend the ramp a little bit personally? really well spaced tho
-jump 3 - good call on making the ss a bit easier, feels like a bit of a fall as is. otherwise distance feels really nice,
I like how you have stuff you don't have to slam jumps necessarily, at least so far.
-jump 4 - cool setup. I like how if you hit a good catch how well the ramp sync ends up. I found it difficult to consistently
hit the good catch though, and there were a couple times where I hit a meh catch and end up edging it. I think it might be
alright to move it up 128 maybe? I might just be a noob who hasn't played the jump enough though. As is if you hit the catch
well the rest plays out well. Actually ya fuck that its p easy to hit the good catch. Cool jump, really well spaced. might
be nice to move it up a bit tho to offset the ss being a bit inconsistent from the different catches? I dunno.
-jump 5 - I would move the wall up maybe a little bit? Im probably hitting it poorly, when I hit it well its right in the middle.
Maybe just move it 16 units closer or something seems to work really well as is, just feels a lil uncomfy sometimes.
-jump 6 - the angle of the ramp feels a little awkward getting the ss on? but I once i got it it was free. fun to hit as well.
really nice job making the wall not buggy.
-jump 7 - the ss is p akward I would say, but that's the only bit of challenge here. I don't think its the most memorable jump
for me, though it doesn't really feel like filler. probably one of the duller jumps though for me personally.
-jump 8 - would mind having the regen extend past the very start. I keep jumping before I get regen and I get wrecked. idk if
there is a cheat there tho thats preventing. spacing feels good. I am inconsistent at it, but if feels like something I can learn.
-jump 9 - if you slam the wallshots its super easy, works well. cool concept as well. I love prefire wallshots
-jump 10 - hardest part of the jump is the starting sync..,. got bodied by that. but once you hit it its p much free. fun as well.
nice spacing again
-jump 11 - im p sure I do skips weird, but I think the skip plat here should be raised just a bit, maybe 8 units? or 16. it feels too easy
to go too fast with the skip, I think if it were a bit a higher it would be simpler to hit that speed consistently.
-jump 12 - I thought this was gonna be completely inconsistent, but it doesnt feel too bad at all. I have had a few times that
I end up flying right past my prefire. This might be just me doing the water bit bad, but maybe mess around with a higher ramp?
probably not necessary tho
-jump 13 - I am not huge on this jump. Even with the auto timing it feels super weird to hit. I wouldn't be surprised if its just my
unfamiliarity with this setup, but it just feels lucky. I think a version where you can see your prefire coming for a bit might work out a
bit better, at least for me. always been p bad at blind stuff on blind stuff like this though, so that might be it. couldn't find any cheats, but I have a low iq cheat brain.
-jump 14 - I could not do this jump for the life of me. I am really bad at tight ctap doubles, and apparently ones
where I have tons of time as well when I rj up. can you get a ctap double while jumping off? I was able to get a triple on the wall I think, but never a quad. I feel like I am doing this jump super wrong, but can't figure out wrong is.
Ill need to grind it some more. Playing offline probably didn't help, p bad at syncs there.
also I was able to ctap to triple from the starting plat, and skip the catch with a wallshot, specially with a retriple. idk if you know about that. also wouldn't be surprised if there was cheese with doubling and wallshoting back.
-jump 15 - looks cool, and the water is a good height, otherwise I wasn't able to beat it. I am going to grind 14 and 15 a bit more once I wake up, so I can get a good opinion of the spacing.
There does seem to be a theme in the beginning of interesting wallsync setups, unique ramp
jumps, and weird prefires; all sorta seem connected and similar in feel, but are all really unique. once it gets to some of the latter stuff I feel like map
deviates a bit from that. You go from getting a lot of air and speed in the beginning, to stuff like 13, and 14, which are
much more tight and and slower. I feel like it messes a bit with the flow of the map. I am personally not huge on those types of jumps (though I don't hate them by any means), and am not great at them additionally; I'm sure thats part of it. It would be cool though to have some jumps instead that feel more similar to the earlier jumps, whatever the fuck that means..,.
Also I feel like the curve is p reasonable, though I do think 14 especially is quite a bit more difficult then the previous jumps.
Overall really fun map though, look forward to seeing more versions.
Also I spent a bit of time on everything, but def could have spent longer. Let me know if you feel I got a wrong idea of the spacing on anything. I probably am doing some stuff wrong.