Front 3 Mazes
I run with a regular tab, so I'm posting these tips from that viewpoint. I've been told that tabbing to the highest above view will give a better look, you may want to try that.
The most important thing is the direction to turn at the puzzle entrance. After that decision, just follow the trail straight, don't side track until you reach the back of the maze. The entry to the cogs will be midway at the rear of the maze.
I'm not yet sure of the colors of the cog flags and what they signify. I can't always see the flag until I'm mid maze, which is another problem. I've not yet found consistency for them. The entry look has proven consistent for me every time.
I did not block out the names of the wonderful toons that ran courses with me. I'd like to recognize them with appreciation.
Note to those with good spacial dexterity (which I don't have) these are written exactly like the Goofy Speedway tracks...forward and reverse. If you think of them as just flipped over models it might be easier. At the end if you turn around and look you'll see the recognizable puzzle entrance to the other puzzle that's similar...just reversed. The first two puzzles listed below are the same puzzle, just reversed. The second two are the same puzzle, only reversed. ie: If it starts with the 4 choices it, ends with the zigzag trail. If it starts with the zigzag trail, it ends with the four but since the cogs are in front of you it's not confusing at all.
The Capital T shaped entry with leaves only hedge:

When you see leaves, a plain hedge in front of you, turn RIGHT.
The Capital T shaped entry with stems and trunk visible in the hedge:

When entering, if you can see the gray skeletal shape of the trunk and branches of the shrubs in the hedge, turn LEFT.
The Capital I shaped entry, with 4 turning choices:
Take the second RIGHT.
The ZigZag entry:
It starts with a right turn, then an immediate left into a zigzag narrow passage.
When exiting the zigzag entry, turn LEFT
You get +20 for finishing the maze within the time limits, which you may want to remember when using your time tuning up toons from cog damage in the course (particularly if you want the doubled options from an invasion.)
You also receive -20 for failing to finish within the time limits, and your toon is auto-tp'd to the end to face the cogs with the team. No reason to panic and worry that you'll never find your way out of that maze.
Mid 6 Mazes
Mid 6 mazes are often doubles of the threes, when a toon reaches the place the cogs would be waiting on a front 3, they find a new entrance to another maze.
There is one maze, I don't have a screen shot yet, where the entrance to the cogs at the center of the rear of the maze is blocked. Continue straight forward around the corner to the left, and the entrance to the next maze will be midway on your right.
Back 9 Mazes
Order of the maze floors
1st floor: No maze
2nd floor: Simple front type maze
3nd floor: Double maze, as in mid 6s
4rd floor: Triple maze, or 4 room maze
5th floor: Simple front type maze
6th floor: Double maze, as in mid 6s
7th floor: Triple maze, or 4 room maze
8th floor: Triple maze, or 4 room maze
9th floor: Double maze, as in mid 6s
Flags
All 4 flags are in all mazes, they simply outline the corners of it... Green is bottom right corner, blue is bottom left corner, red is top right corner, yellow is top left corner.
Back 9 Mazes, Directions and Tips
The tree that flashes into view at the start is an idicator that you are entering a complex maze. There will be at least 3 parts. It's a signal to you to watch for side entrances, and not to go the standard (easy maze) direction at every turn.
The entrance with the transparent hedge that you can't pass through will require a left turn as you enter the first room, and a first right at the I pattern.
Watch for a side entrance (pictured.) The first room is a simple maze, but watch for side openings leading to the second room.
This is the I formation when it's the 2nd maze you encounter, take the first right rather than the standard turn (simple mazes are always 2nd right.)
When in this position, many times the complex maze calls for a left turn here to snake through the middle of the maze to enter the next maze. If you turn the corner and find the dead end, try to pass through it. If it's blocked, back up and take this passage through the middle of the maze.
Turn left or go straight? In this screen shot, the pillars topped with balls are in view ahead, these indicate that the end is here...don't go left, go straight, the cogs are directly ahead, just around the corner and on the right.
Dead end? Maybe not. When encountering this dead end at the back right corner, try passing into the hedge. Sometimes you can run right through it and the entrance to the next maze is on your immediate right. If it is not possible to pass through it, turn around and backtrack and take the first right you come to. It will snake you through the middle of the maze and into the next maze on the side. It's possible to get to the cogs before the time runs out, but it takes quick feet and no mistakes.
Skyline tip:
Heads up, jump if necessary!
The tall pillers with balls on the top mark the entrance to the final room where the cogs wait. They are often visible and the balls mark the corners of the cog's room.
Orientation tip:
The cogs are on the left. In the four room mazes, the cogs will be at the back of the left room. When thinking, "which way should I go?" always choose the way that will lead you to the rooms on the left.