In A Nutshell
The tracks are superbly designed. Really great variety!
Observations
There was definitely an overarching theme to each progression:
A maps.. GP mostly
B maps.. GP and Arena blocks
C maps.. Roads
D maps.. Canyon roads
E maps.. Mixed
Then you have some other themes:
- 5, 10, 15 maps are usually lappers... a mini-boss if you will
- 3, 8, 13 are usually minis or.. for some... lolmaps.
And of course the mood changes every 5 maps.
Each progression to a new color introduced a new theme. When I played the first D map and saw "the loop", I was like... yep... another progression.
Every map introduced some new element to the driver. A new challenge to be met. A new idea in track design. It's a great way to learn the environment... and the blocks it contains... playing through and really studying the maps as you do so.
A Little Bragging?
I drove A01 -> E02 in one night and got training gold on everything. In the midst of it, I was also submitting numerous bug reports. I got bronze on E03 and haven't played much of the campaign since then, except for some official times on A->C maps. I played E04 and E05 in hotseat since they weren't unlocked in the campaign for me yet.
I feel like the campaign is challenging, but also very doable. It's not overly hard, but certainly has some amazing maps for hunting. The "gold" medals are friendly for the committed driver. The author times scare me.
Drifting Is More Fun If You're Fast
I'd driven several hundred community built maps before I tried the campaign. And one impression I immediately took away, after playing the campaign, was this:
Woah! We're building drifts way too slow! Most (not all) of the speedtech maps I've played are rather slow... even the fast ones! And that's okay, they're fun! But the campaign has some incredibly fast drifts in it. I mean, it's really edge of your seat stuff! It's the first time I've really been inspired by an official campaign to change my track design. I hope it inspires others as well.
Roads
I already loved the "narrow" roads and the challenge of driving them, but the campaign made me fall in love with them even more. The feeling of pulling off a very narrow drift on a canyon road and keeping the car under control... keeping your speed, there's nothing quite like it. The better I get, the more I gravitate to the narrow roads.
Well, you know me... I like a mix. So I love GP and Arena blocks too.
Scenery
What can I say? I was blown away! It's elegant, always in the right place, and perfectly complimenting the tracks. I think the campaign is the perfect example of scenery done right. I was especially taken by how well the night maps were lit and how lightmaps were paid close attention to in designing the day maps. A lot of authors aren't giving enough attention to lightmaps and how they affect track design. They're an important part of designing now, and we need to take them into account.
The Timer
An area of much contention among users, especially on the MP Forum, where there's a
17 page topic about the timer.
It's not really a part of the campaign itself, it's part of the system for playing the campaign.
Anyway, about the timer... at first I was totally for it, but I've changed a little and I think some adjustments would be nice. I love the feeling of "this is the run, I better get it right!".. so I hope whatever changes might come don't lose that feeling.
Conclusion
From my perspective, this campaign is the best official one Nadeo has ever given us. I think this campaign goes a long way to putting an end to "Nadeo tracks" being the butt of people's jokes about bad tracks. These are truly a great set that will, in my opinion, stand the test of time... and be fun for years to come.
A Request
My only wish is that certain people who I will not name would shut up about A08. I'm sick of hearing about it. Learn to drive!