Quite a few things and jumps to cover, so let's get started: The map designIgnoring the fact that I am a sucker for anything space related The main hub area and all courses look consistently good and on-theme with the whole space-station aesthetic. Great job in that whole sector!
In general[1]
TriggersThe
teletriggers below on most courses could really do with being raised up quite a bit, on many of the jumps a lot of unnecessary time is spent on just falling and waiting to get reset.
NOTEABLE EXCEPTIONS for the following courses;
Wallpogo,
Catch,
Secret &
Climb.
-
Wallpogo course first half could benefit from raising the teletriggers, for the deeper-reaching downpogo ones the triggers are fine.
-
Catch course is fine as is, seeing how most of it's jumps reach that far down anyways.
-
Secret course has a few slightly deeper reaching and one properly deep reaching jump, teletriggers could still be raised on most of the jumps here.
-
Climb course is an exception as it's self-contained, nothing needs to be changed in terms of teletrigger height here.
[2]
Smaller hiccups-
Climb course
Jump 5; the first neon-yellow indicator line is solid unlike all others on the course and can be bonked from below while climbing.
-
Secret course
Jump 2; Teleporting back after falling gets you stuck for roughly a second.
[3]
TelegraphingOne some jumps it is really unclear where you
have to go and where you
can go, namely on the following courses;
Wallpogo,
Secret and *
Mixed.
You have used
glass partitions to direct the way on some of the jumps, but there are still a lot of places where it's really unclear if you are supposed to go over, under or around certain parts.
-*
Mixed course
last is different, here it's simply not as obvious as it could be that you are supposed to strafe in from either side, 2 arrows pointing to either side would fix this in a heart-beat.
Course by course | Jump by jumpC1.BasicsJump 1-10; Fine
C2.PrecisionJump 1-10; Fine
C3.SpeedJump 1-5; Fine
Jump 6; The sync-ss feels a little out of place among all the pogo jumps, but overall it's okay
Jump 7-8 Fine
C4.ClimbJump 1-4; Fine
Jump 5; Small collision issue with the first neon-yellow indicator as mentioned above, otherwise fine
C5.WallpogoJump 1-10; Fine
Jump 11; Telegraphing issues, difficult to gauge where to go/which route to take, one glass wall shootable and others not, confusing
Jump 12; Could use a little more glass walls up top to make the route clear, otherwise okay.
C6.CatchJump 1-5; Fine
C7.MixedJump 1-4; Fine
Jump 5; Minor telegraphing issue, small arrows pointing left and right would be perfect, otherwise fine
C?.SecretJump 1; Glass walls on top of the wallpogo blocks would be nice to make it clear how to approach them, otherwise fine.
Jump 2; Needs more glass walls to telegraph pathing, otherwise fine.
Jump 3; Needs more glass walls to telegraph pathing, a bit tougher but still okay.
Jump 4; Needs more glass walls to telegraph pathing, 2 hard 4 me.
Jump 5; Needs 2 more glass walls on top of the final 2 wallpogo pillars, way 2 hard 4 me.
Overall; I like it