Don't worry; I understand it perfectly (I think). The second sketch is exactly the way I like to waypoint corridors - not a single line of waypoints, where all connections together form one long, almost straight line, but two parallel lines, with waypoints on one side placed exactly where there's a gap between two WPs on the other side. As a result, the connections form a bunch of triangles, so to speak... (hell, I suppose that was even worse than your sketch, PMB!
) Of course, inside a vent or something, this two-line pattern would be HIGHLY exaggerated... it should be reserved for wider corridors, of course - wide enough for 2 bots to pass each other without touching, that is.
Ok, now back to the actual topic: The solution to your jump problem in de_egypt is easy to explain, but maybe difficult to implement, because you need space. Ok, here's how you make them "land" on the wall first and THEN drop down:
Make the jump onto the top of those knee-high walls as long as possible, so that you barely reach the goal WP (jump goal, of course, not map goal). Try making them jump onto the wall in an angle that's more acute than the approx. 90° where you may have most of the jumps (I suspect). This makes it easier to have bots hit the top of the wall instead of jumping just over it. Make 'em jump up there in an angle of 30-45°; that ought to leave some headroom. (Gee, I hope I got you right and this acually explains a bit...)
How much HP loss is acceptable... well, I guess you could discuss about this topic for ages, and I don't think there is ONE solution. My "threshold" is 5 HP, unless it's a connection that can give a remarkable advantage and/or is likely to be taken few times and mostly a short time after round start, when all bots still have 100 HP. But this is just my philosophy in this respect, and there are hundreds of other possibilities. After all, I don't want you to clone my waypointing style in every respect.
No, so far I haven't had time to look at the others. We had a very bad time @ work, but the coming week looks a lot better. I'm quite optimistic I'll have a chance to d/l, check and comment the other maps next week.