SPOILER ALERT: I didn't like this pack.
-Hyudoro Ruinsway takes my Kartvehicle out of Controlmanagement and makes me feel like my Controllergamepad won't Workfunction! Jokes aside, this is one of the better maps in this pack. I just feel that the corkscrew turn at the end is missing a lightsnake FOF, making it easy to fall down to the bottom from the top. Also the tripwire at the beginning is fair and all, but I find myself getting stuck in the small section AFTER the tripwire, so I just get stuck in offroad longer than I'd like. The second opening should be expanded a bit.
-Rancid Machinery is also quite enjoyable. My main gripe with it is that the grey dash rings shoot you into a wall and leave you to slowly fall, rather than shooting you downwards. Also the very end section is a bit bland and could use some extra obstacles to make for a chance at recovery.
-Omashu is where all the fairness just gets thrown out the window. First of all, the diagonal springs blocked off by tripwire shoot you into a wall! (I'm starting to notice a pattern.) I get that it's to let you hit the sneaker panel, but that means nothing if I'm just going to boost into a wall. But by far the biggest sin of this map is the part near the end where you have to trick upwards. It's not necessarily bad for a trick panel to expect you to trick in one direction only, but the implementation here is so tacky that I often find myself tricking forwards just to miss the jump by an inch. If you want to keep this design, the ending platform should be raised to make it more clear that it's expecting the player to trick upwards.
-Castle Frenzy isn't nearly as bad, but it's still not great. The entire map is littered with sharp 90-degree turns, where any attempt at boosting is met with a dead end or a cliff. To be honest, this one grew on me, and I did end up enjoying it. The biggest problems with it are the red and yellow trick panels; since they have you entering a hole in the wall, you'll miss the jump if you approach the springs at any angle other than perfectly straight. Also, too many sharp turns.
-The sealed star which I already forgot the name of is definitely the most egregious out of any level here. I get that sealed stars are meant to be very hard, but this is just overkill. The map is covered in U-turns that are hard to see coming and many failed attempts feel unfair. With most sealed stars, even the hardest ones, failing the stage makes me think "I can still do this, I just need to not mess up my route." whereas this stage just feels like a persistent slap in the face the whole way through.
TL;DR takeaways that apply to every track here:
-The maps are covered in guardrails except for in the spots where guardrails would be the most necessary.
-Random pitfalls are not a substitute for difficulty.
-Unchoreographed turns are also not a substitute for difficulty.
-"Practice" and "Memorization" are not synonymous.
-Don't punish the player just for going fast.
-A map where you have to stop and pivot just to avoid a trap is not a fun map.
-If you feel the need to place ark arrows at every turn, you're doing it wrong.