I know it has been a while since an Alpha, it's going ever so slowly... Anyway, my little playground called Zolder may have seen its last Alpha release today:
Alpha 0.23 download:
http://www.mediafire.com/download/ih01l7ad61rj9db/Zolder_0.23_Alpha.7z
All functional stuff should be in here in now and at this point, technically, it's race ready. From here on towards the beginning of December all I'm going to do is fix things before
the SRVN league (awesome league btw, I even joined myself!!!) has its Clio Cup grand finale event

After that, well, just start to make things look nice I guess because that is
what this entire thing was about in the first place, having fun building stuff for rF2
As usual, report
anything you're not happy with, unless you're looking at the wrong layout obviously, and I'll put it on the pile
To be complete, here is the changelog for this version and its predecessor, which you haven't gotten:
readme.txt:
Circuit Zolder V0.23 Alpha
by William Geuze
Feedback? Yes please, report here:
http://isiforums.net/f/showthread.php/8779-Zolder-WIP/page1
-- Known Issues / To do --
- Don't mind the visuals!
- Main Pitbuilding will be re-textured
- Performance, nothing has been done to optimize the track yet
- Saturation/color balance between textures, very low priority
- AIW Paths not final
- Wall textures will be atlassed probably to increase performance
- Guardrail textures will be atlassed probably to increase performance
- I suspect something is off with the pit exit
- nighttime racing not fully supported at this time
- flickering walls appear to be an issue still
- Pit speedlimit mismatch between actual limit and limit on signs at pit entry
-- Changelog --
V0.23 Alpha
- Added new pitwall base model (wip, just so I could place the starterworkers really)
- Added marshals throughout the track
- Slightly reduced road noise level for normal road, openwheelers were reported as undriveable
V0.22 Alpha
- Added Tufstone edge next to kerb in the the first corner after the Terlamen Chicane
- Subtle TFD changes. Rumblestrips should be felt more through the wheel, regular flat type kerbs
have slightly more road noise.
- Xobjects tweaked, Start/Finish moved to match actual S/F line and extended into pitlane
- Guardrails_31 and Wall_25 added (first chicane/uphill)
- Camera's updated by Tosch
- HDR profiles added by Tosch
- GDB and AIW tweaks by Tosch
- decreased width of whitelines in pitlane
- fixed asphalt edges in pitlane where a double white line shows up
- removed a cast shadow flag for pitbuilding_a_decal, not needed for this mesh
- Pitbuilding_B_Windows re-export
- added pit spot decals
- added pitlimit signs and white lines, moved xpitin accordingly
- added gravel, textures are placeholders