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It also helps divvy up the cautious players from the rushy ones, and it makes the track a little more interesting too. Seeing the less cautious players get demolished because they ignored the warning and just kept boosting along, while the more cautious ones are rewarded for their, y'know, caution.
It's much better than a player being surprised by a hazard, swearing, and having to remember that obstacle is there next time they go down the track, right?
Or, just fly over it, but I honestly hate using flight in order to avoid obstacles on the track. So I didn't like that too much.
Beyond that, the setting was cool, use of fog was neat... oh!
Actually, one other thing. Just a general tip for the future, honestly, I can't quite remember if this happened in the course itself. When you have obstacles on a track, but they're hidden behind a hill or the natural curve of said track, adding a warning beforehand will let the player at least know what's coming.
Lllllet's start with your choice of obstacles. Now, I don't mind a track that's a little hard to get through. But what I really like in a track is the ability to go fast.
Now, going fast, that can make things hard to see on the track. And that immediately makes me think of your saws on the first bend through the upper part of the track, heading down towards the two hills that run into the last stretch of the course.
Those tracks are near-solid black, and I didn't see one coming until I'd already collided with it. I'd recommend assigning a brighter color to those saws, probably a light blue, perhaps a green to contrast with your red track.