I did plan on make some sort of "every track yet feedback" around the halfway through the season, I've also now got the time to test out all track, which I hadn't before. So here's my tonnes of feedback and images. I'm going to try and be constructive and explain myself as best as I can.
In general, my expectation going into this season was to have tracks very similar in style to the previous years, but completely new. That's really my only expectation.
kawasakirider616 wrote:My first complaint is more of a rider error but I think it could easily be fixed.

I feel like everything to the right of the red line should not be there. I've had countless times where I go through the corner and hit my handlebar on the inside. I think this change would help with consistency overall.
If this rider I quote is Kyle Robb, he has more experience and not to mention speed, than me, so he might see it in a very different way than what I do. This turn, I see nothing wrong with. If you should have shaved off the edge on the inside, it'd just enable everyone to go wide open through the turn, now people have to check up and use some technique, which personally I like.
kawasakirider616 wrote:
The middle rut has a weird curve to it. IMO it should be like the inside rut.
I wish more ruts would be like this, a unique shape. Makes the rut unique and interesting, not one more in the list of being same, great job!
kawasakirider616 wrote:
Once again I want to stress that I'm not very skilled compared to the pro's but I'll take it from my pov. These bumps are instead of up from the ground, built down into it, which is really nice, surprisingly. I had expected this to ride like crap, but the flow in these ruts are insane. The ruts gives you a sense of hard working suspension without sliding out. Feels great to ride through. The size is perfect as well.
kawasakirider616 wrote:
The acceleration bumps are a little to big IMO. When they are this big it makes it inconsistent. Some laps you will hit them perfect while others you will slide out.
These ones are very big. Yet again, I have no issue with them, no crashing, no sliding out, but I do understand people who struggle with them. If it would have been another traction (than the new one) I can imagine you sliding out of them really easily, but now they're suiting the track.
Let's jump onto my novel..
Start off on Hangtown, shall we?

This image will symbolize how great the tracks looks this year. The track crew (?) has really made the tracks look insanely good this year. Environment and on track. The (what I assume is a) normal map on the ontrack part makes each bump easy to spot. I have no issues with seeing where I should go due to not seeing bumps. This has been a struggle in the past, where there has been like 1 decal and the ground has blurred together because of it. I have yet to find a bump or rut this year that I haven't clearly seen. Tracks are looking amazing!

These ruts were the first thing to strike me this year. The size of them makes them berms to me. Also the lack of bumps in them makes them really easy to just go wide open out of and to a certain point into them as well. Compared to previous Hangtown tracks (which I now haven't ridden in a bit so I'm speaking off memory) these ruts are huge. No technique is really required here, just hammering, but previous years you've had to have finesse and choose wisely.

But the bumps going into that turn is wonderful! The last bump and the drop on the inside makes it relatively noncompetitive. If the drop would have been a little smaller it would have been better I guess. But overall, the are a great size and doesn't throw you off track.

These ruts are great as well. Not too big, yet you have to take it easy. Most of the times I crashed there, it was before I got a working setup dialed in and it was a rider error. Even if I crashed, the bumps were good and I was to blame for my crashes.

Once again, the size is very big and the lack of bumps again makes it rail only. Generally I think smaller ruts with a little bit of bumps would be more interesting, than big railing ruts. That's my personal opinion.

On a happy note, this jump is really sweet, as well as the most parts of this track. The beginning up and down the hills is really good as usual.

This part following, until the section before the start, is really narrow (besides 1 turn). The track layout for this part until the start straight is terrible. That's the real life track's fault, I hated that part during the real life live races as well. So it's really hard to make it fun, but it would have been a little wider. At least a noob like me would have liked that hehe

Again I like to point out the parts of the track I really like. This roller section for some reason is one of them. Rides really well, bounces great and no issues at all!

The ruts up this hill is really nice too! They aren't really bothering, yet making sense and fulfilling a purpose.

Both these sections with the bumps, the bumps are too big. You can't scim across them normally really. It feels like a mine-field that has gone off, very random big holes, mainly in the 1st part. Personally I believe in bumps that are tighter together, a little shorter in length and has more random kicks that are higher all the sudden, like in real life, some bumps are higher than other. I think bumps a little closer together with a little less height up/down would be good.

These ruts are pretty good. A tad bermish, but much better size than some others, good job here once again!

One more a little random thing I've thought about is that the bumpiness is quite random. Some parts seem completely flat, no small deviations at all in the ground. Even if the ground is more or less flat, small deviations is always nice to have. Not necessarily big ones, but just so it isn't completely flat. I'll show a little more in a bit with another picture.

Yet again, a very big rut/berm.

Here we have another example of a a great section with great breaking bumps that feels really good.

This is what I meant with random bumpiness. Half of the lane is rutted/bumpy, the other half has nothing but perfect smoothness to it (in comparison). Especially on Muddy Creek, this was a reoccurring phenomena throughout some parts of the track. Like an inside could be completely flat, while the outside wasn't. I understand that the premiere line is rutted, but I think the non-premiere line at least shouldn't be super smooth. Again, very personal opinion. Smaller ruts or more noticeable bumps (seen in this picture) would have been nice to make the track seem more consistent.

These jumps are sweet! You can jump into the section at any pace! Dig it!

For the last image, a perhaps weird complaint thought. Some breaking bumps are very linear and goes through the entire width of the track (or close to). I find this very strange. In real life, I've never seem a bump that is that wide. Again, it should ride well in game, not always be super realistic. To mix things up, the alternative to that style of bump is to make bumps for each line/rut. This is more time consuming and probably more annoying to make as you have to try more stuff and build it. What can also happen here is that a line opens in the middle of "2 set of bumps". Things like this is what takes time to make good. You will have to make 3-ish set of bumps for each turn with some additional bumps in between each set to prevent these "in between bump lines to become very 'overpowered' ". Also when making the "in between" bumps you have to make sure that they are separated enough from the others to not make it a completely flat part (one begin on the top of another so it leads to it being a flat surface at that particular point). Mix this with some varying height from bump to bump and you have it very technical.
This last thorough explanation was more for the non-track-makers to get a better understanding of why track takes time and how much you have to think of.
If I can help out in any way, I'd be glad to. I hope I have given relevant feedback, not only showing negative stuff, but also pointing out what on the tracks that has been particularly good. None of the tracks are bad, they're just a different style from before, that's all. We'd have all the same reaction if we'd gone from 2016->2012 styled tracks.
To address the traction, I think the traction really suits the tracks and how the tracks are riding. I did not try the "Red Bud ice traction", but I bet I'd like that one too. People just need to keep an open mind and give more things to the track makers that "This sucks", "This is aids", "Traction is super bad" and "Fuck these ruts". That in no way tells anyone what could possible make it better.