Originally Posted by
UbiSkyBear
Thank you both for your feedback, it's appreciated. Rest assured, our developers, designers, and creators put in a lot of work when designing tracks.
With that in mind, I’d like to take a moment and thank them for the work they do because, quite frankly, they work both tirelessly and intensively every day.
Understandably, design requirements always have to be considered when designing a track. For example, every track has to fit the narrative for the story, showcase new items, fit the difficulty of the level, and more, all at once. No one level designer "owns" every aspect of a track. One person may work on a driving line, another is working on making that line fit the theme, and yet another is working with the editor tools in the background to add elements. Minor changes made to the physics system could mean that every track now needs to be tweaked for those changes. Other things include making sure all bikes for a difficulty level can complete the track (not just the Phoenix or Pit Viper).
As you can imagine, the production cycle of a game can be intensive, long, and many changes are made along the way. It’s natural for features to be added, altered, or even taken away. To create something based on another person's vision, and to be required to be creative when you don’t feel creative at that moment, is tough. Quite a few people who make amazing creations on their own would likely have trouble in such a structured environment. So we sincerely appreciate everyone on the RedLynx team, and we appreciate the hard work they put forth every day.
Again, thank you both for your feedback.