It's always a humbling experience to hear that people really like your work.
It helped that we had the game playable from an early point in development, we had the unusual luxury of being able to drive the cars for hours and hours every day. That was down to Stu Tilley ensuring we had something solid to play while designing. So that when it came down to designing the tracks we had a deep understanding of how the cars behaved and what was fun/challenging etc. And because we'd spent so much time on getting the editor powerful and light we could tweak and make changes incredibly quickly. That iterative approach to design speaks for itself.
It's what's exciting me about getting stuck into building tracks for GRIP. We'll be able to take the same approach. I've got some great idea to try out - I've had 15 years to think about it
On Rollcage, myself and Drew Wilkins designed and built all the tracks (Stu did one or two too I think). I did all the odd numbered ones and Drew did the even numbered ones (I can't remember off the top of my head which track name goes to which numbered track any more). I looked up the ones mentioned in the thread. I did Paradise and Smugglers (sheesh, how challenging is that one!), Drew did Daytona. I can't remember who did Skid Pan, Moo...
(alright, I 'think' it was me)
My favourite track I did is Contact.