Thanks for the feedback Finn91! I probably will make some changes and you've made me aware of a couple things that I didn't know about. Here are my responses.
J4: I'm not fully sure what you mean by this, if you mean that you can reach j5's pogo platform from the jurf then honestly I think that's a cool jump so I don't mind that being the case.
j6: I am aware of this, I noticed that I hadn't put a nogrenades on that wall when making it but I like when there's a couple ways to complete a Jump, especially for the more advanced jumpers.
j7: I do really like the premise of having to turn back on yourself for this jump, so I would like to keep it. Having said that I agree it could be smoother, I may change it to a corner ramp like on jump 10 (not sure what ramp you mean for jump 8, as you suggested). There are a few jump on this that are easy to overshoot and they most likely will be extended in the next iteration.
j8: another jump that I may extend, but I do want to leave some room for those who took the jump a bit slower.
j9: Yeah I'll probably extend the jump to make the prefire more necessary, with the prefire it's once again fairly easy to overshoot the jump.
j10: no arguments here, the reset will be added. The point of the jump is really the speedshot so I don't mind the end not being a challenge, though I'll probably shorten the initial ramp a bit so that you have less time to build more speed.
j11: I'm aware of this skip, and it's actually how I usually do the jump. I was okay with it though because I thought even a glass wall would make the jump feel more confined ,which to me doesn't feel as cool. I'm still trying to decide on a compromise. The suggestion of the auto edgebug is interesting but after trying it on the test maps provided, its far too jittery and not what I want for the jump. I would like the ramp to be more consistent without the need to hold A or D but I think I'll do this with some moving about of the individual wedges instead. As for your difficulty with the sync, I tend to land on the orange square every time, like in my video, so it intrigues me that you're having trouble.
j12: Hammer for some reason just wasn't having it whenever I used it's "point at" function, but I managed to get it close enough to the point where it only required a little movement to be on target, but I probably will just manually change the numbers in the next iteration.
j14: Another skip I'm aware of, I had a whole system where a bridge extended so that there was no gap and you weren't able to perform this skip, but I thought that this would make the jump frustrating if there was ever more than 1 player on the map as you'd have to wait in line while the other person attempts the jump, so I ended up removing it. Without just a complete rework of the jump I don't see how I could prevent this. I will try though.
j15: Now that you say it, I don't see how I didn't spot this. I'll probably just get rid of the singular big ramp and have 2 smaller ones, and turn down the power a bit.
Thanks for the feedback I really appreciate it. Connectors would require a lot of moving of the sections as a lot of these jump ideas were a stream of consciousness, and are all over the place, but I may do it. I don't think I'll make the jumps any harder per say, but I definitely will reduce the margin of error.
Thanks again