Well I'm not against all flow... but I do think it's possible for tracks to have too much of it. Catchy title though
And just right now I'll say please read the whole post before you respond. And remember these are my
opinions. I'm not trying to force you to adopt them, I'm only hoping you'll give some thought to a point of view you might not have considered before.
==================================================================
Compared to any other level designing community I've been a part of, Trackmania's community has a very unusual idea of what level design is. Level design in most games is meant to take a backseat to the player. If you think of it as a movie, the stars of the movie are the actors not the sets. Level design is functional, and good level design in most other games is a level design where the form fits the function. In Trackmania, though, the tracks that win awards are the ones that ones that make the game about
them. Personally I'd call them art pieces... and that's not a bad thing when you've got one or two of them.
But when art pieces are all that anyone is trying to make you don't have much of a game anymore. I think that's why time attack is so popular. I'm a fan of rounds mode because it feels more like a direct competition and not a leaderboard, but even I see why it doesn't get more attention outside of serious competitions: on a track that's about perfect flow there aren't any awkward moments to create tension, and without tension the game isn't interesting. And even I don't like to play rounds on most of the tracks that get loads of awards. In the simplest terms, it's very hard to have an interesting race on a track that was made to be more interesting than the race.
Don't stop building the tracks you like. But the next time you play a track that doesn't flow perfectly, if it has a couple edgy jumps and braky turns, maybe don't be so quick to think the author did that by mistake. Maybe they were trying to make a game that was about
you instead of their level.