Sleeping Egg:
Honestly have no idea why the ramps at the end with the springs exist. They don't help too much for dodging items, and changing the springs from grey to directional blue seems to make them slower from how you land. Overall still really good.
Lazy Summit:
The air boost fofs don't cast a shadow on the ground below them. I think this is because you made them transparent and can't fix it? In that case I can understand the oddity (not like it matters much).
Robotnic Winter:
Some people find this stage a bit poor, but I really like it. It's one of my favorites. Don't see why it was made 5 laps however. 4 felt like a better amount.
Party Cruiser:
Hooray! No longer in map hell! I like it being 5 laps, and taking out the meme-cut definitely helps it out in terms of quality.
Jade Driftway:
At first this stage felt a bit weird in design, but after a while I seem to get it now. There are some issues I have. I don't get why these red springs are here in this cave.
You can just MT for the water skip cut, and it seems better than the normal path which IMO is confusing to now it's the right way anyway.
The left sign here makes me think I should go forward, and I don't see the right sign up there in the corner until after I'm already turning. Speaking of turns, I did not think this would be a U-turn, but the last second arrow was still react-able to me.
I feel like using the smaller arrows for the first U-turn in the track would be a better guide for here. And for the yellow spring bit, you can turn too far in ward causing a water skid that slows you down. Not a bad track, but it has some kinks.
Hadal Trench:
ROCK BOTTOM SIGN, YAY!
Making some of the downward slopes less intense really helps. Those turns were blind before practically. Helps with direction and item avoidance. Also I see you have put a stop to a little checkpoint cheese which is always good.
Coconut Mall:
I like it, good port. All I got.
Eerie Catacombs:
Another great 5 lapper. I like this one more than party cruiser, always have really. Although the tombstone shortcut needing a wide turn to set up can feel a little strange. But hey, it's a bit faster at least.
Mission Street:
Nice new track! I suppose trying to make the vertical floating "barrels" a part of the track wasn't feasible, but for what is used fits in really well.
I do find it odd that these boost pads here are so small and blocked by boxes (that got me the first time I drove through here not expecting them. I wanted to try drifting wide, don't ask), and that this area isn't fully impassible.
There is nothing here at all, but I can see someone getting launched here by items and having to drive backwards to catch up. THAT would suck.
Tempest Ridge:
Removing the ramp cut is understandable. As is the yellow springs to make the opening section fair to the right path. But I still don't like how the red diagonal spring jump sends you into an up-hill bit.
I know any items placed here are unavoidable anyway because it's a jump, but it still doesn't feel like it fits to me.
Final Fall:
Ah,
the Ninferno map. Nice to see the final cut is less punishing to those who get ghosted. Also thanks for the light indicator. Now the only thing to maybe look at is this red spring bit that you can lawn mower for free, lol.
Thermal Terminal:
I like the contrast with the water and the lava. Spike balls aren't as evil as in Crimson Core, but they add some tension which is nice. I don't like how the lava path just drops with no slopes. Taking the boost pad from the middle and going right makes it very easy to just collide with the wall.