There are two topics I'd like to discuss before expressing my overall opinion on this track.
Mal took an innovative approach to make the AI more competitive. Taking advantage of the different collision rules for computer and human driven trucks, the bots follow a path that you cannot take.
I don't really care about competitive bots since I barely ever play with computer opponents on, but I guess this stratagem will not improve the immersion factor. I wonder what people driving against bots think about that. Are there still people driving against bots at all? I totally agree with the statement "the single and only agonizing part of putting a track together (for me) is getting those bots to drive halfway sober". The major problem with the bots is the machine (frame rate) dependent behavior for which no workaround is yet available. This gets increasingly worse with people having more and more powerful hardware. I'm really sorry to tell you that on my spanking new machine (Athlon 2600+, ATI 9600 pro) the efforts prove to be vain with bots being unable to achieve times below 2 minutes. (It is not much of a consolation that the bots on my tracks don't do better, quite the opposite, lol).
I have nothing against non-collideable CPs when this property seems plausible, e.g. the ski-run type of flags used in Panama (think they are flexible and get back in place after being overridden). But personally I prefer when solid CPs are set as collideable. Having to drive through wooden poles detracts somewhat from the atmosphere and the immersion factor is greater when you are trying to shave collideable poles. Widening posts by one truck-width and making them collideable would offer the same room without making racing any harder.
Finally, I wonder what the inscription means: you will understand that I'm a bit reluctant to drive on a track with plenty of inscriptions possibly stating "elks are morons", lol.
The overall feeling reminds me very much of Panama (another of Mal's great tracks). "Slightly" bumpy terrain where you constantly have the impression of driving way too fast, a couple of wide and open sections and a place with monuments where you have to find a way through the artwork. I should say between rather than through because these things are collideable, believe me, lol. Great care has been taken to get the collision boxes right. I can imagine that the "what you feel is what you see" effect for the rock tunnel section was not so easy to achieve.
The most important for me is that it is a drivers track. A lot of places require appropriate and precise steering and throttle control to be fast. A slight mistake at a critical place is more likely to cost you seconds than tenths of seconds, e.g. when jumping off the big bridge or turning into the monument zone.
I also find it very pleasant to get from time to time a track with new unseen textures and objects, both, almost needless to say, in the usual Malibu satisfied-or-money-back quality .
Don't let the relative length of the comments at the beginning fool you: I like this track and recommend it to anybody for download.
Great job, Mal.