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One section you might look at though is the final jump over the giant saws leading up to the road between the buildings. While this might not be overly common I found myself massively overshooting that jump the first three attempts as I couldn't see where the track actually went with no prioir knowledge, and aiming for the cooldown ring in midair its fairly easy to go way to far with any kind of upwards boosting.
I'm not really sure what the best solution is but it could use some kind of indication that you want to drop down after the cooldown ring. Maybe som floating wreckage or broken lights/poles that lead down towards the actual track.
It's not a huge flaw and obviously once you've found it once its not hard to manage, but I found it a bit easier to miss than it should have been going in blind.
^^^^^^^^^^^^^^^^
Track Showcase! =D
Thanks for the feedback M1sfortune, that's something that I've been struggling with since the map was released. I can definitely try doing more to increase the contrast of ramps/roads against obstacles/background. Any specifics would be helpful. I've already tweaked the ramps in at least 3 seperate updates, but I can try messing w/ colors/lighting/environment further to draw your eye more.
My only real gripe is that this map gets really disorienting in a lot of places, particularly when jumping in between most ramps or sections of tracks. Part of this is due to some of the elements being obscured, moved below the sight lines, and the dark blue art style of the map making it hard to see a lot of other sections of tracks as they blend in with one another. If the ramps were contrasted from some of the environment better, it'd make them easier to see. Maybe less reliance on driving along buildings would help too.
Thumbs up from me regardless. Hope to see another update sometime.