1st pic "So dark!" 3rd pic, "So bright!" You should try to get more comfortable lighting levels in all the rooms. The room with the pillars that you have to jump up a stack of boxes to get back to the start is way too dark, for example. It's very difficult to see the boxes you're trying to jump on.
The rooms with the jumps that were > 32 units (I think they had blue bricks and long, metal beams to jump on) felt very inconsistent. I even tried using a dj script to see if it was just my timing, but even with the script, I was getting inconsistent heights. Sometimes I'd make the jump no problem, and sometimes I'd fall short. Makes me feel like a complete newbie, but is there some technique to making these jumps consistent?
The grid rooms felt kind of same-y and claustrophobic. Might be nice to change up the scenery a bit, but not a huge deal. Also, the one with the vertical wall blocking the platform from the exit (2nd to last?) was probably the most frustrating thing I've seen this year. I hate the types of jumps where you edge out as far as physically possible and jump around things, especially when failing means you have to go through the entire room again.
On the first (I think) extra stage, there's a very narrow ledge jump that's < 32 units tall. Are you testing this without scripts or macros? I can't seem to physically hit my jump key fast enough to get that one most of the time, but it's super easy with a dj script. You might want to rethink that one.
I'm not a fan of the gigantic ~7ft/2m wide CTP brick/block textures used in a lot of the stages.
Also, why is the filename dustyjump and the title Controversial Jump?