DevDoll... excuse me for not getting back to you quicker on this one... been having major 'pute probs... but anyhow here's my impressions of this track:
It's a competent effort and fun. Reminded me a little of some of the entries for the MTMG Straight Away Competition.... some great straights with lots of variations and a few surprises. You would have been a worthy contender with any one of 3 straight sections of this track.
Overall though, as a "course" I didn't think it worked too well
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. Due to the sometimes EXTREME altitude changes (especially when you are trying to negotiate a corner). I found it hard to stay on the track at times. I am unable to comment on the texture work right now but it looked adequate. The computer trucks kinda gave up after the 3rd or 4th corner - that can be fixed. There is one section where you have to make a leap onto a bridge/platform which I just could not manage, and gave up after the 3rd attempt. Please don't let this discourage you though - I found the "straights" fun and full of potential, you seem to have a knack for getting the "take offs" and "landings" just right. I would suggest for your next track to make the corners/turnings less of a challenge but keep all the elements you have in you straight sections. You obviously like the "big-air" type jumps (and so do I) but IMO they should only be incorporated 2,3 or 4 times in a track of this type... for theses reasons:
1: They should not be a surprise
2: They should be negotiable (i.e. not impossible to land)
3: They should have a purpose (i.e unfinished bridge, construction work, earthquake damage etc..)
The course layout, model placement, groundbox work and textures are all first class... this is a track worth "tweaking" big-time. One of my favorite all-time tracks is Zoon's Climber and this track has the potential to rival that with more work put into it.... My final word of advice would be "don't make a new track, work on this one - it's a winner."
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Keep on Monster Truckin'
EmceeMart