First track in roughly...... 9 years, and first track with NL2. I'm a bit skeptical about how realistic the tall hill is, but none of the car components look like they are being stressed by it, and the style lends itself well towards such and element. Have fun!
Technique Trackwork - You had some decent shaping here and there - the track definitely needs work but you've got a good foundation to work from. The best part of shaping for me was the inversion before the second tunnel - that was decent. Your airtime hills felt well shaped too - seemed to properly glide over them.
Key points for improvement - brake run had a twist in it - make sure you add a strict 0 degree roll node before you hit the brakes!
Try to be a bit more consistent with the flow of your shaping - there were a couple of occasions (specifically after the biggest hill) that the ride had a weird tweak or change of direction - then straightened up before actually executing the turn. It makes for an awkward ride and destorys the flow somewhat.
Be careful with your immelmans - I thought it was meant to be a corkscrew that you'd got wrong - you need to tweak the exit I think.
Supports - I thought you did an alright job with supports - the big hill supports were alright and the ride would have probably stayed up. However they felt very prefabbed and a lot of them could've been improved with a little thought and time taken. I especially didn't think your loop supports were great - check out this ride (http://rcdb.com/9100.htm#) for the best way to do loops (on xcars's - most follow the same principal though!)
Scenery - The scenery didn't really exhibit many skills as you had completely flat grassland with a few trees dotted around the outside. Try messing aroudn with the terrain settings to created layered ground textures and a bit of height to your surroundings!
Adrenaline Pacing / Layout - I thought your pacing was pretty decent, the ride only had a few points where it felt like ti stalled a tad so good job with that. I also thought the layout was interesting and vaired - it kept the rider guessing and some nice sweeping drops and inversions thrown in there for good measure. As I mentioned the flow of the ride suffered in some areas due to your shaping and this hurt the ride a little bit. The ride did feel like half a spaghetti bowl though - it would've been nice to see you wrap the remainder of the ride around itself instead of meandering back to the station!
Forces - You kept the forces in check (just about - some questionable moments such as the last roll in the back seat!) and there was some decent variation throughout the ride.
Uniqueness Layout / Elements - This ride was certainly unique - you don't see X-Car's as big as this generally and the combination of elements was unique in itself. I liked the placing of both tunnels - these defintiely added something to the ride.
Scenery - The ride didn't really set itself apart with the scenery however - as I mentioend some terrain work would go a long way!
Realism Mostly pieced up realism comments in the other categories - the stand out problem was that the supports did not look like x-car ones for the most part.
I think the ride was fairly buildable - the big hill didn't seem too out of place to me and the ride didn't push the realism boundary too far.