I appreciate the feedback thus far, I'm a little too lazy to make proper quotes so I'll respond to the two main points made:
-Flat textures aren't amazing for depth perception/etc
It's a style that I really want to make work if I can without altering the textures, and the plan I have is to add a lot of various details to the geometry of each jump such that there's more than enough things that indicate your speed and direction, if I can't find a way to make it work whilst keeping the general theme, then I'll likely try doing either a grid-design or some kind of design which will be better suited for this. I want to make the lighting in such a way that it combats at least a little bit of the depth issue as well.
-Be careful with the lighting so it doesn't come fullbright
I'm more than aware of an issue just like that occuring, in later versions I want the lighting to be consistent in terms of its brightness, whilst making it such that shadows and shading do occur to better help with the problem of flat textures. However I want there to be a small variation in the color of the lighting depending on the course layout and the colors represented in a course, but I'm not yet sure on how I want to go about doing this.
I also appreciate the positive notes from everyone. I'm gonna try to "pretty up" a couple of the jumps with more geometry and detail, and improved lighting, to give an idea of how the map will eventually come to look. Although for right now, I'm moreso trying to focus on developing the actual levels themselves before giving them detail and proper lighting, so again if anyone has any suggestions on what forms of jumps they'd like to see then let me know. (Kinda vague, and I can come up with decent jumps on my own for the tier, but if say, you wanna see more jurf-syncs or etc, then let me know.)