I don't have a solid amount of memories of my decision making when designing this track, but what I DO have is a whole sped-up video of me piecing together the first version of the track back in the day.
The video itself only has a few minutes of shoehorned music through YT's system and then silence, but it is essentially a sped up recording of piecing together the first version, maybe even a bit earlier [as in, the video ends before I gave it a few of the final touches the first release version got], with glimpses of adding stuff to the initial layout draft [it already was drawn when started recording, but nothing else], decorating it and [in a few cases where I didn't trim them out] testing it in Kart several times.
One thing I can highlight that's visible in this building video is the existence of a tunnel path - this actually made it in the first releases [v1.0-v1.4], but after getting feedback about it being both janky to blind-read and somewhat broken balance-wise [being faster than the normal path], I axed the tunnel altogether in ArcadePak v1.5.
The tunnel actually had a slight change between the released versions, as initially it had an inner path and an outher path with a booster - then the inner path was slapped with offroad to enforce a sneaker through it...but reportedly it was possible to cut through it without much time loss anyways so it still stayed broken, hence the feedback requesting to remove it.
If you are curious to see how this tunnel looked, there's this time attack run from 2019 that can be watched in Youtube by Cactus Fantastico, the tunnel being in its first version [no offroad inside it].
With how it had been fairly well received as a custom Kart track, it was natural that I would eventually have my sights in bringing it back to Ring Racers, even hinting at it's return at the end of Voltage Viper Challenge's standalone release trailer, between being recognizable and also being a simpler track to test my porting skills after the first Kart port I did [DWZ].
For the Ring Racers port as part of Super Striker GP's first release, one of the things I had to sort out was what to do with the V1 spring panels that didn't exist anymore in RR.
At first I had thought in using all Moon Panels [haya's custom attempt at recreating them as something you can add to your custom tracks], but then I settled in only doing that for the two small springs before the bridge hairpin, and replace the big one beforehand with a trick panel.
I also had to take a bit of time learning how to set custom textures to have custom terrain effects, namely for the booster panels, as you couldn't just set any sector to have a set effect anymore [mainly a convenience feature of that you could now put a spring's texture anywhere and would always act as one, but the flipside was that you'd have to manually set that effect to a custom texture if you wanted it to behave like one].