This is a really good pack for new and intermediate skill players, who are simply looking for solidly-designed tracks to play and test their skills on. In addition, all of the levels have solid skill tech for veterans, like ways to skip ramps, tightly-placed sneaker and spring panels, and more. It's also no slouch on visuals either - some of them look like actual places that the racers are driving around, instead of race tracks, which helps sell their settings.
Here I'll touch on individual levels and give some criticism:
● MKSC Cheese Land:
○ It has very solid visuals, I was impressed on how well everything was decorated when I stopped and simply looked around.
○ I appreciate that, on newer versions, you've cut on offroad, specially at the last section, since power speed items were rather strong at the end.
○ The optional springs on the jumps are also rather nice, in cases players are too slow to help themselves get back on the race.
○ I feel the first shortcut is, in particular, a bit unreadable, as you're supposed to take a sharp turn, but looking straight ahead, the wall has a very similar texture as the ground and I feel it could be misinterpreted as an upwards slope. Considering throwing a signal there to guide players better on where to go after the shortcut.
https://files.catbox.moe/2uqy3b.png
● MKDS Airship Fortress
○ I really appreciate the red spring panels at the start of the lap, it gives the level an extra edge of skill that I feel is appreciated.
○ Having a spiral at the end that's big enough for heavyweights to drift around is much appreciated, specially in cases where they're being chased around by an SPB and bumpsparks are not on.
○ The lack of shortcuts harms being able to keep up in this level in particular. Maybe breaking some walls and fences, and make them offroad could help with this.
○ Compared to, say, Peach's Garden, the Monty Moles feel superfluous. I think I've might raced close to 10-15 times on this level and I've never been touched by one. They also cover sneaker panels which I feel shouldn't be a thing, at least for the sake of encouraging different lines. Try to place Moles in such a way that it challenges players' lines.
● Mushroom Kingdom
○ This is honestly a really good level, I really like the little details like the 1-1 coins subarea being referenced, the fireworks and being able to break blocks.
○ I feel you should introduce breaking blocks at the start of the race, and not in lap 2. This is because breaking blocks in the underground section allows players to take sneaker panels and shortcuts that they would've not known otherwise, so I feel you should introduce this gimmick as early as possible.
○ The second shortcut honestly feels invisible at a glance. I've actually never known about it until I played this level on my own. Maybe a bit of extra signaling or visuals, to clue in that that section is a shortcut, is in order.
○ Part of the first shortcut can actually be jumped into from the main jump on the level. It kinda feels unintentional but honestly, I'd say keep it because it's kind of a fun tech.
● Winter Garden
○ Feels the least visually striking for me, but I appreciate that you were going for something different here.
○ I like that sneaker panel of that one icy turn, it's an instant hit of serotonin to hit it every single time.
○ This is also the only level where you can drive backwards after hitting enough checkpoints and get a lap counted, which I believe you should address.
○ In general, it does feel like the most dry layout, but I like the dynamic of ice physics being introduced in turns every once in a while, if you ever feel like doubling down on that.
● Inchworm Forest
○ I honestly think this is my favourite level, personality-wise. I like the little drawings, the flat/sector art and generally the vibes are good too. I like that it also looks like a place as well, where the little worms wriggle about as a race is going on. It is also the most solid layout of them all.
○ The change of lighting in the Encore ver. of this level makes turns a lot less readable, which I don't feel is a massive dealbreaker but I definitely think it should not be that way.
● Ricco Harbor
○ I know this level is a performance destroyer, but I really do like how it looks and how faithful it is to the actual level in Sunshine.
○ I like that you played with cycle hazards this time around, I feel that you get enough time to read them and always make an appropriate decision.
○ I feel you can fall for too long in certain areas, specially after the second cycle hazard. Consider cutting these falling times with FoF death pits.
○ The idea of having two finish lines, with one being a little bit more difficult to take, is actually pretty creative and I've got to give you props for that one.
● Vanilla Zig Zag
○ I understand why this is a hell map, but honestly, I feel that if you added a few recovery sneaker or speed panels around, it could be a really playable and popular level on its own, although I respect if you want to keep it this way if you want to maintain its difficulty.
All in all, this is a solid pack and is a must-have for every server. Props to Bowler for the good stuff!