Thanks for your feedback mate!
To share my thinking, here's my priorities when it comes to deco, so maybe it makes sense why things are the way they are
1. Deco seen directly on the route
2. Deco/landscaping needed to make the world 'whole' i.e. no matter where you drive (or crash), you still feel like you're in a complete scene, and there's no break in the immersion
3. Edges/outsides that are rarely seen unless crashing in a weird spot - lowest priority, but sometimes you can spot these places on the main route, even if just for a moment - it's important to patch these, even if it feels like wasted effort, because when it is empty/unhandled it sticks out like a sore thumb
4. Efficiency: Anything completely unseen *must* be cut, as it's just contributing to lag. You might spot a couple of weird un-filled holes, because there's almost no way you ever see that spot on the route.
On the checkpoints - their placement is important for a couple of things:
1. every checkpoint is completely respawnable
2. not too many places to even put them, as much of the track is higher-speed transitions, or ramped.
3. shortcut prevention - we found quite a few in playtesting. One even got through in the Track Of The Week edition (This code), but as this map comes around to CT they should all be patched.
cheers for playing!!




