Alright ran through it with full default loadout - The teleports on jump 3, 12, 13 should be moved closer to the wall
- The shootable part of the end wall on 13 should be textured differently
- One may die on jump 14, you can put an overheal brush at the bottom, although unneeded
- 16 is ctappable
- 17 sync speedshot :(((((, you might want to be careful about making the ramp out of multiple brushes too, especially if they are clipped horizontally.
- 17-18 connector xDDD
- I like 19 and 20
- You can stand on top of the walljump walls on 21, I recommend extending the wall or use illusionary+playerclip instead of teleports/nogrenades
- I like 24
- Level select would have been nice
While more and more people have been learning drop wallpogo and increasingly becoming easier, it's still a rather difficult technique, I think 22 should be right before 25. Detailwise, atm I like that it's clean, but maybe more colours would be nice. As for optimisation, platforms like on 19 can be func_detail'd to reduce compile time, also handy for grouping brushes together. The skill curve for the easy course was pretty good, for hard course it's a bit wonky but it's pretty hard to make a difficult map with a good skill curve anyway so whatever. No insane distances and it seems to be tested pretty well. Overall, I like it, quite fun but possibly towards the end people might not agree so much.
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