Hey, just got a little feedback for the map, overall really enjoyed gives me jump_pow vibes.
I think the first 3 levels but are all a bit too difficult (especially for being the very start of a t5 map), otherwise difficulty progression is fine.
I'd make the end a bit closer on level 1 especially as right now the jump is very finicky and harder than many other jumps on the map. For level two I'd also get rid of the white texture on the ramp as it's using the same texture as the nonade floor and doesn't really add anything, and make the second wallshot wall closer to make the jump easier (or move end slightly closer).
https://imgur.com/On0l9MG Likewise on level three I'd move the end slightly closer (16 units?) to help with the difficulty progression being more linear but this isn't as bad as the first two levels so up to you.
Also, remove the anticheat rocket deletors on levels 6 and 10. On level 6 it's bad forspeedruning (trying to prefire a double to save time) and preventing a triple would be easy by just making the overhang on the roof lower. This would also prevent a speedrun strat where you can ctap double at start of the jump which is pretty unfun
https://imgur.com/a/dH2mbgC On level 10 preventing a double on the ramp is also not great, if you do want to enforce there's no alternate way of doing the jump try enforce it through map geometry instead
https://jump.tf/forum/index.php?topic=3476.msg28411#msg28411Lastly I'd also try make the textures a bit more consistent overall for indicating where shootable walls will be. For some jumps its extremely clear
https://imgur.com/a/7icOGJg however for others there seems to be no indication (or the texture is blending in with the shadows and very hard to spot
https://imgur.com/a/HRaYt1N