Excellent. I think I still have that track laying around
I can literally do it again in a half hour, since the modeling has been done once already, doing it again is just repeating something I've already done. It's only exporting/in-game-ing etc that tends to always take the same amount of time.
That track was rather large too - a big, long, winding, 4+kM. It would be a long boring drive. When you are ready to move onto map pieces, let me know and I'll do a proper race track with (subtle) surrounding generics/gta buildings, etc, like you'd expect in a race game, only in GTA, and editable. Basically, you'd need to work out how you load and destroy the track, and the game already, of course, can handle its own objects.
Over-doing it could occur, especially since this is a network game mode, but I think I'm overestimating the threat. Like, the game itself works great, and I doubt we'll load that many pieces. That track you've seen was 35 objects, smart design (read: template pieces) would lead to smaller footprint in assets and of course customization that works (because they'll be built to be interchangeable, unlike 'final' models from GTA)
I'd also entertain the idea of making a new road-construction-kit if you can load the pieces to the map editor - where it has ten or so generic pieces that can be put together, maybe we can add switches to substitute the TXD, and thereby create multiple road/barrier types from one model set (think Source Engine Model Skins is what I'm getting at, just TXD switching). Like Trackmania, but the MTA way
Interested in this, I'll keep an eye out
Also, about DRuG Dome, a conversion would be awesome. I had also thought about re-envisioning it. Basically like dust meets de_dust2 (cs1.6/CSS), but for DRuG Dome instead. It all depends on everyone's attachment to its current look and feel and if there's input on what could be changed or enhanced, what should stay the same, what should stay Exactly the same, and what should or should not be omitted, etc.