I think that the points, if used properly, can incentivise some really interesting maps. As someone who only occasionally enters into an MTC, it's got me to think through how I'm going to try to build things, what custom blocks and items can I use to make something interesting.
I'll go through what I think of each of the bonus and penalty categories here:
BONUS
+5pts -Using custom dirt blocks from IX (If you create some new ones 2 extra points will be given)
This encourages people to use blocks that they would not normally use and promotes Item Exchange. I think it's a good idea, but I do agree that maybe it's too much incentive for the future.
+5pts -Using custom items (like custom trees/rocks for example)
Same as above. If anything, these should probably be rolled into the one category, because they're essentially the same thing almost.
+5pts -At least one no slide turn on a dirt surface (when the car dont slide)[A turn is considered when the car actually change direction, for example going straight North then no sliding into a East direction]
If you are going to encourage the use of a certain driving style or technique, there should probably be a link to a video or post describing that style or technique in more detail. What constitutes a noslide? What is a drift?
However, I do believe that this is a good idea to encourage people to learn about these. Just... execution hasn't been good on this point for a few MTC's.
+5pts -Using the official TMX signpack at least 2 in the entire map
Good idea, too much incentive. Maybe 1 or 2 points maybe? The fact that it's worth more than a GPS or an Intro is... odd.
+5pts -Add a beautiful image into your map thumbnail in TMX
Again, good idea, too much incentive. 1 or 2 points.
+3pts -Add a GPS
+2pts -Add an Intro
Good idea, but again, too much incentive. I'd say 1 pt for intro, and MAYBE 2 pts for GPS.
The things I like about the bonus points: They can act as a checklist. Have you used custom stuff? Have you made a GPS? An intro? Simple stuff that can elevate a map from good to complete. However, it does feel as though things are WAY too heavily incentivised. Maybe 1 or 2 points here or there unless there is a specific thing you want to incentivise in this MTC in particular, like the noslide turn.
PENALTY
-5pts -If the 5th gear is used (One judge will hunt the map during at least one hour, make sure the car cant use the 5th gear)
I disagree with the FS addicts. Why create a track that only uses one of the three possible controls, steering? Now, this may be because I have raced go-karts IRL, but I tend to have an attitude of "Make the driver think about the line they are going to take and at what speed they will take it at" when creating my maps. Why do they want to go high, why do they want to try and cut the corner slightly? Would it be better to go wide and take the speed into the next jump, or stay close to the apex and get the better line into the jump?
There isn't just one racing style or technique, and I reckon that opening up the MTC completely is not a good idea. This is supposed to be a challenge, and I don't think allowing people to create any style of map they want really provides that challenge. There is a certain amount of creativity in working within a limitation after all.
And I found this requirement to be an interesting challenge. It meant that I had to think about my corner placement and how inclines affected acceleration, it meant I had to get good at my own track to test it, and then it meant I had to fix my final corner because I got too good at my track. It encourages a certain style of track, and in this case, it discourages Full Speed maps.
However, I do agree that it should be used in moderation.
-5pts -If you used more than 2 times the SAME turn block (the opposite turn is considered to be the same for example a 2x2 right turn and a 2x2 left one)
This one I have no issues with. It discourages sameness, and encourages experimentation with different corner combinations. It makes tracks more interesting, and I'd like to see more of this requirement.
-5pts -If the map used more than two effects (effect: speedboost, noengine, reactor boost, etc..)[reset isnt counted in the "two"]
Again, this focuses the map more on the track than the stunts. It's an interesting limitation, and encourages more 'realistic' maps, for a certain value of 'realistic'. But I would also agree that this isn't appropriate for every single MTC.
-5pts -If you dont use AT LEAST two different blocs in the map (Dirt Plateform and Dirt road for example)
I don't see anything wrong with this one, like the same turn rule. It encourages variety, and I'd like to see it in more MTC's.
I'm of the belief that the penalties should be used to discourage things that don't follow the theme. In this case, the theme is Dirt Rally. That implies, at least for me, a more realistic track, and more focus on control and precision through tight, unpredictable corners than massive speed through big flowing turns. In this case, the penalties chosen make sense for the theme: no 5th gear means no full speed, and no effects restrict stunting.
In comparison, Bonus points should act more like a checklist of things you should be including anyway, with a couple of theme-specific conditions to encourage exploration in different techniques and styles.
Something to take into account here as well is that this may not be appropriate for every MTC. Sometimes you do just want to open things up for people to go nuts over. I imagine that this is what is going to be happening in a month or two for the Royal mode. But in this case, the theme asked for something a bit more specific. It wasn't just "Dirt", it was "Dirt Rally", which is a specific style of Dirt that usually gets overshadowed by Full- and High-Speed-Dirt.
I would also argue that we should have a few themes that are even more restrictive. Say, build your track in a 10x10x10 space. Or build a track completely out of items, or that doesn't use dirt, tech, grass, or ice. Or maybe a theme like Hover Car Racer that requires that the majority of the time the car is hovering above water or the ground using boosters. Something a bit more oddball that presents a good challenge in track design.