I'd like to declare that I "haven't" changed my nickname, and I "won't" be changing it . . . ever lol.
I agree with Wint about the jump; it's frustrating, and because of the roughness and the way the road is laid out up to the jump-off point, it doesn't allow you to build sufficient momentum to clear the dang thing, which is why I came up with the alternate method shown in the replay. As I said, it's not easy using that alternate line, but in my humble opinion shortcuts, if they exist, shouldn't be ice cream and cake lol. They should yield better results for executing them properly, but they should also exact a higher price screwing them up. That's just a little Cope philosophy there . . . not that anyone really cares, I'm sure lol. Anyway, I'd recommend smoothing it out a touch, as Wint suggested. In doing so the line I used would probably become unecessary.
The snow textures
here have a few seams. Everytime I made that jump my eyes would be drawn to that spot . . . and it just bugged me lol.
Here's the
bridge Slayer referred to as "slippery", which it is. Course, if you approach the bridge as I did in the replay you won't have a problem, but negating the effect (if possible) is the best solution.
You have some really, really heavy picnic tables
here, lady lol. That things are brutal! I figured I could cut the corner there, but uh . . . those tables changed my mind lol. Also, the model with the vertical line . . . the collision properties are just a hair off. If you cut it really close, you'll scrape up against a non-visible portion of the model.
Lastly, the groundbox
here stops you dead when you land. Yep, slowing up before the jump helps, as well as downshifting into 2nd, maintaining full throttle, then upshifting to 3rd upon landing works, but I thought I'd mention it. Given the design I'm not sure if there's anything that can be done about it, however.
I haven't noticed the lag Wint referred to. I'll have to run it on my son's computer to see if it shows up on his. I'll get a few of the guys together to run it online as well to see if it shows up during actual gameplay. If not, I'd highly recommend ignoring Wint, Whynni lol.
Now for a few non-pertinent comments:
> Textures everywhere else look washed out
Slayer, wipe the dust off your monitor, lol.
LOLOL
I like cp12 the way it is. If you slow down like that in front of me, you're likely to overshoot that cp, hehehe.
You're obviously assuming that you'd be within striking distance, pal. I seriously doubt it, but if by some miracle you were, the 'ole H-H trick at the jump off point would take care of that lol. Oh, and as much as I like challenging shortcuts like this, if you took it out by moving the cp, I wouldn't complain.

The reason I say that is because maniac drivers (like Phin) would ruin the shortcut, turning it into a rumble . . . a pile-up point lol.