@Piglet:
Screenshot 1:
You dont need a jump-walldodge-jump to get up there. A simple double jump from the edge of the stairs is enough to get up there. I know many players use a jump-walldodge-jump on contrast at that corner (including myself), but this corner of the map already looks ugly af imo so Id rather not make it more ugly
Screenshot 2:
I like the 3rd idea of having a small tunnel that drops onto the amp. Gonna include that one. A hole for the lift was also on my mind and then speed up the lfit so you can lift jump to both of the upper floors. Instead of a tunnel that leads to the flag I had something else on my mind:
A 2nd stairs that leads from the 50a upper area to that dead end room. theres not much space left but it should work. Heres a bad sketch for better understanding what I mean
Screenshot 3&4&5:
The lamp has always been there. So it mustve been in the way in contrast already. but I can move it a little bit.
The pipe isnt exactly slippy". There used to be the platform above it but since theres no enough space for that I removed it and added a blocking volume above it (similar to the one next to the lift in windows room). The angle doesnt let you sit on top.
My suggestion (if any) is a small tunnel that leads to the bridge. See screenshot:
@All:
Here are other changes and fixes Ive already implemented for the next version:
1:
Blocking for the Pipes added. Collision from the hanging lamp removed so you can jump throught it
2:
Small slopes on the hole added so the transition from the lower flak room to flak room is much smoother and you dont have to jump twice
3:
Platform extended a little bit so you can dodgejump from the chimney to the other side