Going to preface this review by saying that I played each of the maps at least 3 times with both a 7/4 and 5/8 character so I'm able to judge the map in both a heavy weight's and light weight's perspective
Water Palace:
Definitely the best version of the map so far, it flows well for both heavy and light characters, the roads are nice and open but not overly so, you still have to be conscious on the road.
Visuals are very pretty, somewhat lacking in variety but that's definitely helped with the different architecture found around the map, like all the water fountains and half pipes.
The only concerns I have about the map are the shortcuts, this one feels like it'd be really busted with rocket sneakers/invincibility/growquest grow, but, the placement of the first item set definitely alleviates issues with sandbagging for rocket sneakers in the first lap.
https://cdn.discordapp.com/attachments/749373814198108211/1064623484669534328/kart0023.png
And this one is just kind of silly, the tiny amount of time it saves as well as it forcing you to skip an item set means that it shouldn't ever be used.
https://cdn.discordapp.com/attachments/749373814198108211/1064623484979916920/kart0024.png
And, I suppose these pillars are concerning due them being a hotspot for trap items, especially mines, but, it also feels wide enough for that not to be an issue? so, not sure
https://cdn.discordapp.com/attachments/749373814198108211/1064623485235757127/kart0025.png
Mirage Road:
This version is also much better than the previous ones, less of a simplistic gimmick and more like an actual map, in general I'd say it's OK.
The lack of any really interesting architecture and a repetitive texture usage makes this map not very visually interesting, also the lack of any color variety, but, that kind of comes naturally with this sort of desert map so, it's not something I'll judge the map too much for.
My biggest issue is how awkward the map can feel with a heavy weight, it feels like I'm forced to take overly wide turns that don't feel that great due to all the 90 degree turns.
Another notable issue is how good the shortcut at the start is, powerful shortcuts at the start are much less of an issue than those at the end but, a 2 second time save from a single sneaker cut feels, kind of significant.
Night Carnival:
This one I can't say I like much, the turns feel good and the visuals are very pretty with a good variety, but, the map's gimmick with the buttons feels both poorly communicated and somewhat poorly thoughtout.
First of all, the buttons have no tactile feel at all, they make no noise when you press them and are so low to the ground when they're unpressed that it can be hard to notice you pressed them at all.
As well, not having the "off" and "on" buttons labelled in any way can be really confusing on your first few times on the map, it may make you think that the map has two shortcuts of each color and you just didn't notice them, well, that is after you learn they activate shortcuts in the first place.
The placements of the shortcuts is also not at all well communicated, like, there's nothing at all to indicate that this is the red shortcut:
https://cdn.discordapp.com/attachments/749373814198108211/1064623485512589332/kart0026.png
I think different colored signs or different colored roads leading to each shortcut would help a lot with their visibility.
This is more theoretical since I haven't played the map in multiplayer, but it feels like this map would be overly easy to frontrun in from a combination of the button powered shortcuts, a lack of any other shortcuts for other racers to keep up, and the tight roads not being very conducive for using grow.
Huge crisis: I don't have much to say about this one, the visuals are pretty bland and repetitive, directioning is a nightmare, i found myself going the wrong way at least twice, and it has "straight line zone" syndrome in a couple of places, I can't say I like it.
Altitude limit:
Another highlight of the pack, it feels very comfortable to drive on as both a light and heavy weight, the visuals are good if slightly repetitive, helped a lot in variety by the indoor sections.
The idea of the shortcuts with the breakable walls is a really fun one, having them be slower the first time you take them but faster later on, though, I think this sort of shortcut would work much better in a map with more laps, so the effect of the cuts' speed up is more felt, otherwise, it's definitely a good idea.
It's definitely a good thing this isn't a single sneaker shortcut, since I think it'd be too strong if it was, but, you definitely can force it:
https://cdn.discordapp.com/attachments/749373814198108211/1064623385155469342/kart0028.gif
Deadline:
I think my favorite map in the pack, it flows incredibly well, feels really good to drive on no matter the stats, and is just plain fun.
The color variety is pretty great and the sign posting all feels fitting for the map's theme, though again, the visuals can get kind of repetitive.
The gravity flip sections are both signposted very well, and flow wonderfully with the rest of the map when you enter them, since you're able to charge a drift before taking the springs for them and release it for a speed boost as soon as you land, I was initially worried that using springs for the gravity flip would cause situations where you instantly land on a trap item as soon as you take them, but, due to you being able to see the flipped road before taking it, that shouldn't be an issue
The only issue I can think of regarding the map is how kinda weak the shortcuts are, but, with how open the map itself is, I don't think that should be an issue, since you'll be able to make up time easily with power items.
Special Stage: funee
Conclusion: a mixed bag, but, is definitely more good than not, looking forward to seeing you work further on it!