Alrighty, here we go. You did a very nice job placing your models, man. All I saw was
this tree en route to cp 2 that was
ever so slightly off. I mean, it's pretty much negligible, but still, I had to come up with something!! Anyway, make sure that's fixed by the next version, pal lol.
Your checkpoints. I tend to think using some sort of marker would work better, and that's because when trying to shave corners to refine the line, it's hard to discern what trees are no-collide and which aren't; they're all the same. Sure, after 50 or so laps you'll remember where the cp's are, but I think you should be able to spot 'em without having to rely on memory.
The collision properties on your boulders are off. I know it's not your fault . . . but fix those as well lol.
Finally, there's a short to cp 4 (
replay). Mind you, it's dang risky (actually I like it), but still, it's a short, and I figured you should know about it. Besides, I'd hate to see you have a meltdown like you did after Pirate's Bay was released lol. I still love that track though - shorts, flawed cp trip points and all.
At any rate, the fix is pretty easy; just move it back near (or at) the corner.
That's it, man - that's all I saw. I'll have another spin thru it later today just because. I'm off to batting practice with my little guy for now, so I'll catch ya later!
Ack - forgot something. Yes, you do need to raise trip point for cp 2 - I went over the top again without setting it off. It's the timing/rhythm on the preceding jumps that'll do it. It won't happen often, but it's a problem nevertheless.