Alright just tried this map out. Here's some feedback:
- The map would feel a lot more cohesive if there were connectors between each jump, even if minimal.
- Try not to use up much more space than needed. The second jump is just simple wallshots but the room is a massive box.
- The first jump's pogo floor feels too low, you can't just walk off and start going full speed, sorta annoying.
- There really is no reason for teles between levels if there are 'connectors' to the teles to begin with.
- Excessive use of nogrenade doesn't really make things more fun, especially if the jump is easy to begin with. It limits speedrun capability a lot.
- The first half of the map feels really uninspired. End of C1 and start of C2 are literally both quints, just one is a bit tighter spaced.
- The wall transfer on this should have an earlier indicator, you don't have much time to react.
- Bringing the catch back slightly would make this jump much nicer.
- The whole wall and starting floor should be shootable, otherwise it's not good. Also, the spiral climb at the end is very unnecessary and will only serve to make someone running this blind fail the first time they make it to the wall. Glass btw usually indicates something isn't shootable, so was a bit confusing at first.
- This would be better if the wall was more up and more left, atm you're trying to aim directly for the corner and don't use 90% of the wall.
- This level feels good, but again there is so much unused space, and when you get to the level you have to jump to the wall instead of just spawning next to it. Big boxes become very bland very quickly. Also, the teleport floor is really low so you waste time falling.
- This is cool.
- Wallpogo, yuck. Pretty out of place for a map with generally normal soldier mechanics, idk this isn't fun for most reasonable people.
- The triple to quint to quint also feels really bland, design-wise, and is filler for most people who can run this map. Also, if you get a good enough quint, you can hit the ceiling and get pushed back and fail. Feels like you should be able to shoot the blue at the top of the triple, and the ramp.
- There are some staircases/playerclip ramps with very large gaps, so you're basically just walking on air. Pretty awkward.
- The horizontal auto-sync could definitely use teleports at either end of the strip, so you don't have to ride it the whole way to reset. Also the side being glass but unshootable, and the floor being glass but is shootable, very confusing.
- For last, the ramp sync seems to have to be really good to make it, I'm just barely missing the end.
This map has a lot of potential, I hope you keep improving it.