Here's some images I made yesterday.
#1: pretty sel-explanatory
#2: The glass tunnel (placeholder asset btw) simply wasn't working very well. I'm thinking we ditch the tunnel altogether and have the cars driving inside a building complex together, having the choice of floor, wall or ceiling, or smashing out the left side through glass
#3: section where I say flatten could just be a lower jump, or split into two paths, one higher and one lower
#4: Huge rework of this area. Rip out the terrain and rocks in favour of a building complex that has two routes going below and one going above... or two, depending on if the far right lower route can go through the building and connect to the bridge on the far left. If that happens, I'd make that bridge a wallride instead, so cars on there can be targeted, and it's trickier to navigate.
The structure would be up on piers below, with shallow water like so: https://gyazo.com/09951367bce9aa9b471560824215a61c
Then the lower routes can either connect or go their own way, but also need to watch out for the pillars
#5 and #6: when players exit the structure area they have plenty of choices. The lower right route is fastest underneath, so it has an s-turn on the beach. The top routes are a bit too quick maybe, so may have to possibly drop them off the bridges either sooner or angle them to the side so that they need to make a turn to get to the bridge entrance at the end of the beach.
The far left (#4,5) or top left route that comes out from under the rocks (#6) will need easily hit speedpads to stay competitive
Overall, there will be quite a lot of changes to this map to improve variety, challenge and flow.
These are just ideas in these images, ideas that are obviously open for discussion