Thanks a lot! Since it's my first map, getting feedback is very important for me. Listening to more experienced jumpers and mappers is the way forward.
2. Agreed. I didn't even realize, that I was shooting at the top of the wall. Going to fix this.
4. Yea, I guess it's too hard the way it is. I've tested the map so much that it's hard to figure out the difficulty of a jump.
13. Oh damn, didn't realize how easy it is to cheat. I like the concept of the jump, but I've no idea how to make it non-cheatable. I'm gonna think about this one.
14. There really is no timing here, I just thought it would be a fun jump. But I can see how annoying it can be. I got another triple sync in mind that might work better than this.
15. I might have gone a little overboard with this. I wanted something difficult for the last jump, but this might be a bit too much. I'll give it a higher ceiling and make the jump farther, then test it out.
I don't understand what you mean, when you say, "put regen in the map". Almost every jump (except 2 and 9 i believe) have regen everywhere. 2 can have regen everywhere I guess, but I believe 9 (4 vertical wallshots, then 4 horizontal ones) would be too easy with regen everywhere?
Wow, didn't know you could make a func_illusionary. Afterglows 4 video tutorial didn't show me that
I know 5 and 8 (sync and double sync basically) aren't very creative, but they were some of the first maps I made, when I just needed to learn hammer.