Fix soooo hight jump

In some places in scene i can jump more than limit (jumpSpeed) how fix it?
https://puu.sh/xcktN/6ae9cc37d9.mp4

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovment : MonoBehaviour {



   // public float maxJumpSpeed = 3;
    public float maxSpeed = 3;
	public float speed = 50f;
	public float jumpSpeed = 250f;

	private Rigidbody2D rb2d;

    public bool grounded;
    


    public Transform groundCheckPoint;
    public float groundCheckRadius;
    public LayerMask groundLayer;

    

    // Use this for initialization
    void Start () {
		rb2d = gameObject.GetComponent<Rigidbody2D>();
	}
	
	// Update is called once per frame
	void Update () {
        grounded = Physics2D.OverlapCircle(groundCheckPoint.position,groundCheckRadius, groundLayer);

        if (Input.GetAxis("Horizontal") < -0.1f)
        {
            transform.localScale = new Vector3(-1, 1, 1);
        }
        
        if (Input.GetAxis("Horizontal") > 0.1f)
        {
            transform.localScale = new Vector3(1, 1, 1);
        }

       


    }

	void FixedUpdate () {
		float h = Input.GetAxis ("Horizontal");
        //float w = Input.GetAxis("Vertical");
        rb2d.AddForce(Vector2.right * speed * h);

        Vector3 easeVelocity = rb2d.velocity;
        easeVelocity.y = rb2d.velocity.y;
        easeVelocity.z = 0.0f;
        easeVelocity.x = 0.75f;


        if (grounded)
        {
            easeVelocity = rb2d.velocity;
        }
        if (rb2d.velocity.x > maxSpeed)
        {
            rb2d.velocity = new Vector2(maxSpeed, rb2d.velocity.y);
        }
        if (rb2d.velocity.x < -maxSpeed)
        {
            rb2d.velocity = new Vector2(-maxSpeed, rb2d.velocity.y);
        }

        
         if (Input.GetKeyDown(KeyCode.Z) && grounded)
         {
            rb2d.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Force);
        }

       
    }
   









}

Edit: To fix it place

if (Input.GetKeyDown(KeyCode.Z) && grounded)
         {
            rb2d.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Force);
        }

in the void Update()