My original plan was to leave this one to the racers (since jump's done such a nice job and all) but I'm glad I popped in to have a look.
<u>Minor</u>
- there's a floating pyramid (last one in that line), I can drive under it. You might want to check them all.
- there's a row of ground boxes along one side (left in traxx) of the terrain. It serves no purpose I can see, and can contribute greatly to lag. Please consider getting it out of there. If it's designed to prevent shortcuts, then you might want to re-route your course.
- the course crosses the terrain, makes the map look kinda ugly. Tho we've seen worse.
- a desert tree stopped me dead, which is fine, but I didn't like it. Everything is wide open, consider setting them to no collide.
- the checkpoint markers in the slippery part are too light. Set them to no collide or to zero mass. If I was in the lead, I'd knock them out so other racers can't see them :-P
<u>Notes for jumper</u>
- those couple bridges mark terrain changes and serve as transitions from one type to another. I'm not saying that's how I'd do it, or that there's anything particularly wrong with it, but just saying I understand why they're there.
- the big skyway is the route from the finish line back to the start line. It is also why the map looks funky. Yes, I think I'd do something about that.
<u>Major</u>
- a personal peeve of mine, but slippery textures that take control out of your hands turn me off. I think you should consider resetting the texture grip and depth for the whole tinhorn part.
- the desert rally is long, but that's not the problem with it. Our expo2000 addressed this issue.
http://cownap.com/~mtmg/contests/expo2000/
There are several things you can do to correct it.
- <a href="http://mtm2.com/~forum/images/mumhrasxraidcourse.jpg">shorten it</a>
- add textures to give it more character and recognizability (lakebed comes to mind)
- the terrain has only one characteristic (rough-ish, rolling dunes). Once you've traveled between two checkpoints, you've traveled them all. Give some a better line, smooth out others, vary the checkpoint markers, etc. Being forced to race by the map is one of the biggest drawbacks a track can have. Give this some visible racing lines. Reward a good driver, punish the bad ones.
- the same might be said for the part following the tinhorn area.
- Lastly, if you must leave that skyway in, then better looking textures are in order. Also, a few support pillers to make it look like a proper overpass would go a long way to making it palettable. It's just too big to take for granted.
Oh, the name is okay, but I see no reason why you can't just call it dakar, if, after all, that's what its based on.