>>It's most desert
Well, a green desert
>>some of the models the checkpoints and some other things where made by me.
The checkpoints shine through the terrain. This is because the face types are incorrect. Open the cp models again in binedit, select all faces, then goto groups>set group face type and choose mtm2 type. Then deselect the faces and save the model. This will fix the shine through problem.
>>I made the trees look like the 4x4 trees.
Why? Are you planning on releasing it as a mtm/4x4 track? If yes, then please take note there are too many models for 4x4. You have 170 ground boxes and 487 scenery objects (total 657). If you want it to work in 4x4 you'll have to delete 57 models. I suggest thinning out a few near the city as this area can cause a bit of lag anyway. If you're not planning this for 4x4, then I suggest normal mtm2 style trees (facing, no-collide, with object boxes for trunks).
This track shows great improvement over some of your early releases, especially the checkpoint placement. However, there are a couple things you might still do. One would be to work a bit more on the terrain. The roundness of random terrain is still pretty evident and at times can make driving tricky. Another would be to pay attention to the driving line. While this isn't necessarily crucial, it helps when a racer can tell which way to go without turning on the map. I found myself often taking the wrong road where two roads intersect. I finally turned on the map and left it on. Lastly, there is a lot of driving through water. I don't mind a dip, but when it slows the truck to a crawl I have a problem with it. Think about either shortening the time in the water or make it a lil shallower. The off track water is incredibly deep. Whether or not you do anything with that is up to you. Myself, the deepest water in any track I've made is only about four feet deep - enough to let the driver know they goofed, but not enough to knock you out of the race.
Hope that helps you out.
Oh, yeah, good music