Space says:
do we really make a map where player must practise a lot before finishing? (question to all)
I think we agreed on making something that is
easy to finish but hard to master...
About the track: I think the big jump is a problem because it's blind and doesn't follow the car's twisting angle. It's easy to make, yes, but for these two reasons it just feels uncomfortable to drive.
How you could fix it: Make a downhill before the drop/jump, so that the driver sees the landing area before the drop/jump (I honestly think a drop would work better here). Or, make it 100% downhill and remove the jump entirely. Don't get me wrong, the jump isn't
bad, but I think it could be improved.. and we should make the track as good as it can possibly be
Second thing, also about the twisting of the car: The final drop from GP to platform. The drop comes too soon after the curve, which means there's a great chance you're still turning while the GP ends. That leads in the car twisting, and the landing becomes unpleasant to drive, or even so bumpy that your car bounces off the route.
How to fix this: Make a longer straight after the curve, or if you want to play with physics, keep the GP as it is but change the platform so that it follows the car's landing angle. I will only allow you to use the second option if you have driven at least 10 of
DeaD.oas' maps and have at least 3 years of building experience though.
(joking aside, feel free to try whatever you wish!)