commenting on a2a...
Overall cool map with a cool focus.
I suggest a change in lighting... in particular the puke green ambient. I'd make the ambient a little softer (lower brightness value) too, and add extra lights to help the jump elements pop. You may need to adjust the lightmap scale of certain brushes to keep compile time reasonable.
1. Maybe add clipping? the 32hu is kind of an awkward middle ground between flush and relief; especially since it lines up with the window. This isn't the only spot with this issue.
2. Need another 128+hu of space between the initial wall and the speedshot.
3. This can be done with a triple to wallshot, if a wallsync is intended you should raise the end. I also suggest making a backwall with a fence/glass texture, nonaded, and bring the wall out so it's not flush. This would improve visibility, as in its current state the start of the grey devtexture is easily confused for the start of the shootable wall.
4. Can be done without using the wall, I'd leave it. If you want the staggered triple, you'll want to extend the spacing and/or add a small ramp at the end of the pogo.
5. Need 128, preferably 256hu of extra space on first wall, but keep spacing between the end and the backwall the same. Ceiling needs raised, as does the end (make back wall catchable). Good jumpers will be able to maintain upward momentum despite the catches. These spacing changes will necessitate spacing changes of the rest of the jump as well.
6. Arrival teleport_destination needs raised 1hu. Move the destination for telesync back 32-64hu. add 256hu of height to the first wallsync wall, and cut the bottom 320hu. (Syncing on the lower bits doesn't provide enough height anyway). Suggest raising everything after the hurdle by 256hu, wallcatch and end back by 256hu, and end up 128hu.
7. add 256hu of pogo space. Make back wall nonade instead of tp. I'd also raise the end a bit and the wall, will make the map more fun to speedrun (very easy to be very high when coming into the wallcatch).
8. You need more speed to get any mileage on this jump. Add another wallshot or skip to the setup. Suggest removing skip space prior to ramp but leaving the wall. Need indicator on back wall to give players a target to reference while setting up the sync.
9. Fav jump. Raise ceiling 512+hu, extend mid wall, move end further and 128hu higher.
10. no comment, its a good jump. Assuming wallbug is intended. Not sure what intended is here if not wallbug.
(ok, i think i was able to do it inteded. This jump is scuffed. Needs a full rework imo.)
11. flushness of wallsync, see my comment for 3. Otherwise, easy to have too much height for diagonal walls (esp. inside wall) so raise them. You can also raise the ceiling and put the end much higher.
12. Move start back 128hu. Add indicator for the sync on the back wall. In my experience, this is approx 576hu off the floor. Also ramp is buggy, remake it.
A comment on detailing for readability - decide on whether your walls will be flush or in relief relative to the sides, and be consistent about it. This will improve the readability of the map greatly. If you choose to make them all in relief, consider adding extra playerclips to help guide players, and use a unique texture on the sides to differentiate them from both the side room wall and the place where rockets will hit.
I look forward to playing an updated version! Also, T5 is accurate imo.