Did a few runs on the Island track as per requested by Chris for feedback on flow. Prior warning: Adjust your volume. There are a few unexplained Discord notification pings from people sending me friend requests, and they're loud.
Race #1 - https://youtu.be/KzrKk1laliY
Race #3 - https://youtu.be/qLgXaRtsLcY
(Race #2 unfortunately didn't record).
Had a few rough collision problems in the first race, less-so in race 2. I don't know the track that much (I've driven it once since it was updated
) so this could be considered a 'blind run'. It also depends on what the intended difficulty is meant to be as to what I can suggest as far as flow and design, although I could say that the 'core' flow of the level is perfectly fine. Lots of long jumps, driving on the undersides of the roads is fun.
Broscar's comment about there being very many routes that at high-end play are going to be useless concerns me a little, because yeah, aside from the 'choke points' of the track (namely the glass tunnel and the final bridge) I was only seeing two, three cars at any one time. Then again, I'm under the impression that this is a beginner's track, so splitting the cars up like that can end up serving to help newbies survive (having a much easier/safer but slower route vs the other paths that are faster but will ruin you for messing them up.
I'm tempted to echo that some parts of the track feel too big/flat, though. The section after the first corner/wallride and up to the glass tunnel, for example, just feels like it shouldn't take as long as it does. In a way I could say the dunes section does too, but I don't know if that's something that can/should be changed or is intentional (for making the track easier to understand/drive). I mean, something as simple as making the bridges more interesting visually (or flow-wise) could change that, since driving across them feels like a loading screen (no offense, it's just an analogy xD).
In terms of the current flow, I did hit a few things (the Transport-esque bridges are particularly terrifying), but you said you want to change those assets. And, as I said on Skype, I think either the supporting pillars, or the ramps, on the dune section at the end may need moving as it's quite easy to jump off of the roads straight into a pillar. :/
Definitely, some sort of visual aid should be added for spotting the ramp onto the bridge at the end, because as you'll see in my videos it's hard to really judge where the road through the buildings is until you're right up on it. I'm not saying the whole dunes section itself is terrible (nope), just that I'm having a hard time finding a reference-point to drive towards in that section.
The invisible barriers in the water just after the start gate may need some tweaking, too. In one run I turned in towards the pickup you can see from the start gate, whacked it without warning and spun around. I'm guessing the barriers are still a work-in-progress anyway
Main point: The track works, the routes are all different, and the majority of it is keeping me focused.