Update:
"Soon" is a highly relative word. After reading QCM's post several times I started to look
at how the track was put together, hoping to be able to optimize as much of it as possible.
I think my gravest error was to put together the main city surface with adjoining "blocks"
that were not properly connected. This left not only huge gaps in the surface, but also
made it quite impossible to make additional curved roads. Not only that, surface shifting
has been a huge problem from the start (i.e. a surface block gets "pushed" accidentally
and thereby shifts the entire surface).
To rectify the problem I am redoing the entire city surface area, using the "old" area as
a template. To keep everything aligned I will use Zmod's "Create > Surface > Flat" and
set a larger amount of steps so I can remodel the surface based on one big "block". It
is not as bad as it sounds, in fact, it lets me move vertices in a way I cannot do at the
moment, and instead of adding roads here and there, I can just move the existing ones
(vertices) without loosing alignment. But it takes time..
The same will be done to the desert area. But, the desert is slightly curved at the end.
This procedure is based on a flat surface, so I might just bend the entire lower part a
bit to get the downward curve towards the southern valley.
Don't think I will post again in this thread before I have something to share. The thread
is growing, and looks more like a personal track-blog that an forum
So, hopefully,
the next time I post here (this thread) it will be to announce a beta.
Finally, thanks to QCM, I am grateful for the advice, and have looked at Lil-Lake to get
some examples.