The only part I messed up really was the pull up on the top hat. There's a noticeable radii decrease before the vertical spire. But I'll explain how I did it. This isn't the perfect way, meaning you need to do some playing around yourself, but this is the basic form. I start up on a 4.6g pull up with a speed of 50m/s. after that I use a multi force zone with quaternions and begin to decrease to -1.2 for a long duration when I reach around 40-60 degrees. Don't start the banking until you get even steeper at around 80 or 90. You would make the bank at roughly 89 degrees, or in that vicinity and add a single force zone to crest the tophat. Going down you could do the same thing you did coming up with a very long pull-up with either a 270 degree roll or 89.
The only problem with Metazoanhaddock's is that he gets lateral g spikes every time he does it. Which is unrealistic for a steel coaster. It was a very creative element but I didn't think it worked well. That is my opinion.
^You can make your own by creating a custom .env file. It's easy--I just modified a default one to point to a different texture file. The texture is just a gray square with a lighter border, and NL automatically tiles it.
I too would like to see a future tutorial on Norwegian loop elements, but do you think you could post one showing how you made the top hat in your one coaster you have uploaded to youtube? Also, I know you said that dive loops are just immelmans in reverse, but I tried your tutorial in reverse and got nothing that looked like a dive loop. Any chance you could make a tutorial on dive loops alone?