Alrighty, here's my 2¢ worth: Ya know, I didn't much care for the layout at all when I first ran it, which is not to say I didn't like some aspects of the track, but overall it just didn't "thrill" me. But after about 8 laps (4 yesterday and 4 more today), it grew on me.
I haven't had time to go thru and scope out some of the finer points, but as far as the layout goes, I think the turn at cp 1 is much too severe coming off that jump at the end of the long straight. The rate of speed going into cp one forces you to hit the brakes a bit hard. Even with directional arrows to tip you off I think it's too sharp. Banking that corner would work better than what's currently in place. Besides, there are already several jumps in the track, and that one in particular is a momentum killer, and I don't think that's what you want at the start of a track like this. The jump/turn at cp 2 and thereafter are all fine.
The only other thing that caught my attention was the landing after jumping across the water (as shown
here) shortly after cp 7. Coming off the down hill trot after cp 7, you have to really watch your speed in order to keep from drifting wide left, ultimately botching the jump. The problem...and I'm not sure if I can really say it's a problem, but what happens is even if you do everything correctly, when you hit the other side, it pops you up in the air...as if you landed short of some ideal spot. That make sense? LOL I sure as heck hope so. It's kind of hard to explain.
As for props and such, I'm not really good at that. I'm better at telling people what I think "doesn't" work lol. For now though I'll cruise through it and check out the textures and what models you do have in there.
So far so good though, bud!