Whilst the environments look very nice and pretty, I'm noticing that the levels have very poor flow, and are making for a poor racing experience.
There are many instances where the player vehicle is to enter a tunnel, or underpass, and the environment does not attempt to funnel the vehicles towards the opening, causing the player to hit a blocker. Often this has a prelude of a hidden ramp, causing total loss of control, and resulting in the vehicle striking a blocker.
The track 'Yuri Industrial' is the most egregious offender, to the point where it feels that the level designer actually dislikes racing games and is taking advantage of the poor handling and weightlessness of the vehicles to make the player stop playing.
Hidden ramps: A small raised section of the track causes the vehicle to vault into the air. It's a massive problem because it makes a poorly handling, lightweight vehicle, into an uncontrollable mess. These hidden ramps often occur just before an unavoidable Blocker, or poorly implemented Funnel.
Funneling: The track should funnel the vehicles towards a non-optional part of the racetrack. In the instance where the track splits, the splitting point should not become a Blocker.
Blockers: Literally block the vehicle and cause it to crash. Some of these blockers are due to failures in level design, others would be improved by having their presence telegraphed.
I've included images of the offending locations in the Yuri map, as these were the easiest to concretely identify:https://drive.google.com/open?id=0B1Fuo ... WhLbXg5LVU
I expect increasing the mass of the vehicles will greatly help reduce the 'floatyness' when dealing with the unintentional effects of the Hidden ramps.
Also, improving the handling of the vehicles will reduce some of the problems with Funneling and Blockers, but it's more ideal to fix the root, as well as its symptoms.
And yes, I used to play a LOT of Rollcage, plus Wipeout, and more recently Distance.
Don't dream it; Be it.