This track is amazing, Reminds me of the old US street circuits from 80's F1, really fun to whip any car around.
One question cause I'm really dumb, When someone in the reviews here asked if there would be a standalone version, you said "In case you don't want to have to respawn in the pitlane everytime you crash, you can just finish one lap and then select freeroam."
There is no option for freeroam or anything that pops up and I have no idea what that means. No matter how many laps I do, wondering what I'm missing lol.
Really solid track, the environment and road choice lend themselves to a really Formula E-esque feel which is kinda unique. I also liked the escape roads throughout and optional chicane in the fast back section, though I feel straight through is a lot more fun in most cars. The high curbs are also really cool as they force you to take a risk/reward balance like real street tracks. A thing to note is that you can use curbs away from walls instead of always hugging them to allow for better sight-lines.
The one big issue I have personally is a few of the layout choices. I'll list my thoughts on each of the less-good spots, though if I haven't listed it, it means I like it.
Turn 1: This turn feels alright from the pits, but you could easily extend pit exit to where the track is now, and use the right side of the road island you currently go left of for the main racing line. I understand the current section is more Formula E, but Turn 1 could flow so much better by opening the entry up.
Turn 5: The second right-hander in the industrial area. This corner has a barrier that comes out away from the road's curbing which causes it to tighten quite a lot. While this is fine in slower cars, it takes away a possible moment of flow from an otherwise slow and twisty concrete canyon. Even if you keep the current curbing and move the wall back, it will help make it feel more open so you can see the exit.
Turns 7 and 10: The 2 Hairpins following the industrial section. Again, this section feels very Formula E, however in anything more resembling a Touring or GT car, these corners are Handbrake City. I think the first chicane could be opened and improved quite a bit by using the existing curbing and bringing the wall to where the fencing ends on the left. The second could either have the track follow the road or opened up even just a little to make the fast section feel more like a reward for good line rather than a Drag Race.
Turn 14 and the Chicane at the top of the hill: The left-hander between the first and second Chicanes as well as the second Chicane. This left hander feels AWESOME, especially in a GT car where there is SO much reward for getting everything out of the corner, only for it to be absolutely killed by the hidden tirewall following it. The chicane genuinely feels like it was added after the rest of the track was done so that people wouldn't send the massive jump, however I can't even see it until it's wayyy too late even in orbit cam. My personal recommendation to fix this, would be to tighten the corner with a curb a few feet from the wall on the left to give it a similar feel to Turn 1 (Sainte-Dévote) at Monaco, then yank out that tire wall and perhaps add some props/road surface so the top of the hill is less jumpy.
Turn 16: The final 90* corner before the line. This corner is actually pretty good, however I kept hitting the sign that is in the base map. The only thing I might recommend here is to bring that wall out a bit to cover that sign for cleanliness.
Other than my few layout complaints (Most of which I would complain about on a real Formula E track), I think this is one of the best, if not the best street tracks in Beam, and has me thinking I should polish and release my street track for WCU as well.