Race Tracks: Difference between revisions

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*Most Difficult Section: Checkpoints 10-12
*Most Difficult Section: Checkpoints 10-12
*Ideal Fast Supercar Lap: 1m 35s or less
*Ideal Fast Supercar Lap: 1m 35s or less
This first track is your basic track that has it all: High speed sections, hard braking areas, tight turns and obstacles. Master this place and you can win anywhere!


Cautiously work your way through the first corner and avoid going onto the sidewalk on the left, as sometimes the curb may catch your tires and spin or stop you.
Cautiously work your way through the first corner and avoid going onto the sidewalk on the left, as sometimes the curb may catch your tires and spin or stop you.
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[[File:5-ShortCircuit2.jpg|thumb|Short Circuit]]Short Circuit (in central Alderny)14 CheckpointsMost Difficult Section: Checkpoints 2, 6-9 and 11-13Ideal Fast Supercar Lap: 1m or less
[[File:5-ShortCircuit2.jpg|thumb|Short Circuit]]
 
 
*Short Circuit (in central Alderny)
*14 Checkpoints
*Most Difficult Section: Checkpoints 2, 6-9 and 11-13
*Ideal Fast Supercar Lap: 1m or less
 


This track is fairly easy to get around by yourself, but if you are in a race with players who may be your equal, this place is hell because of how hard it is to pass (cleanly).
This track is fairly easy to get around by yourself, but if you are in a race with players who may be your equal, this place is hell because of how hard it is to pass (cleanly).
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Drag your way to the next left turn that CP3 lingers at and dont bother lifting off the gas because you can turn in early and go full throttle through to CP4, where you do need to apply brakes to make the right hander that goes uphill.
Drag your way to the next left turn that CP3 lingers at and dont bother lifting off the gas because you can turn in early and go full throttle through to CP4, where you do need to apply brakes to make the right hander that goes uphill.


At the top of this hill is a small left before a very hard left. Don't overdrive into this area because trees and poles of all sorts line the road....
At the top of this hill is a small left before a very hard left. Don't overdrive into this area because trees and poles of all sorts line the road. Blast down this straightaway past the parked [[Fire Truck]] to the small right hand kink in the road before a very sharp left turn.
 
SHORTCUT: Risk vs. Reward here because you can cut the corner where the poles are but risk  striking one of them. The big brown pole on the corner is immoble and the grey street light in the middle can be knocked over - both can screw up your shortcut if you don't execute it correctly!
 
Fly downhill through CP10 towards CP11 where a tricky right-left pair of corners await you. CP13 will take you back under the highway and towards the finish.
 
 
 
[[File:6-DontLookDown2.jpg|thumb|Don't Look Down]]
 
 
Don't Look Down (in central Alderny)16 CheckpointsMost Difficult Section: Checkpoints 6-7 and 8-10Ideal Fast Supercar Lap: 1m 15s or less
 
This track features very few places to pass, so make them count! You are facing the entrance to the highway, so get hard on the gas and climb the hill! The first three checkpoints require minimal attention as you pass straight through them. A small but sometimes tight right turn leads you to CP4.
 
Just like on Exhaust Fumes, there is another one of these left-handed turns where there are cones on the right that sometimes don't appear quick enough and a broken wall that easily will lure you into their grasp!
 
You must take the off-ramp in the middle of the highway to follow CP5 down the rediculously steep hill heading towards the hard-braking right turn that CP6 sits in front of. Brake early or else you may see yourself crossing over the low wall and landing in the unforgiving water. There are a few poles in the way too that take no mercy - avoid them at all costs! Oh, don't forget about the pack of racers coming down the hill all around you!
 
Don't let off the gas when you take the right hand turn through CP7 (you aren't running fast at this point anyways) and head towards the easy-to-find CP8 and CP9 that hides around a blind corner caused by a big ole building. Be sure to avoid the poles on the insides of both these two corners because the longest straightaway on the course is ahead and you want all the speed and momentum you can muster!
 
Not much to do except follow the road through the next few checkpoints until CP14 comes up on your screen. There is a left turn here that you can pretty much completely cut across to get to CP15 where you really need brakes to make this 90-degree righty that takes you back to the starting point. If this is not the finish, you have to make another perfect angle right corner to head back to the highway. If this last checkpoint is the finish, why not try and aim to get your car to finish sideways in the empty alley just ahead? That can be as challenging as the race itself!
 
 
 
 
 
[[File:7-DuckAndWeave2.jpg|thumb|Duck And Weave]]
 
 
Duck And Weave (in northern Alderny)19 CheckpointsMost Difficult Section:Ideal Supercar Lap: 1m 25s or less
 
 
 
 
 
 
 
 
 
[[File:8-DragKings2.jpg|thumb|Drag Kings (affectionately known as "Drag Queens")]]Drag Kings (in west Algonquin)20 CheckpointsMost Difficult Section: Checkpoints 5-12Ideal Supercar Lap: 1m 45s or lessThis is (almost) all about speed! There are only 4 braking places on this course.Hold the throttle down and follow the highways slight dips and easy corners right to CP5. Here, decisions are made. Take the left road that clips CP5 and goes immediately uphill or stay down low and go under the bridge.Going up the hill helps get away from the narrowness of the lower road as well as the guardrail at sticks out a little bit on the left farther down. It is easier to corner the little right-hander up above because of the road being wider.Slam the brakes past CP6 in attempt yo make the paperclip right turn of CP7 and CP8.SHORTCUT: After you are facing south from CP8, you can cut across the grass halfway between CP8 and CP9 and head directly towards CP10. You can easily collect all those checkpoints without fail!CP6 and CP10 are at a track crossroads and it is very easy to be slammed into at this portion of the course. It is very narrow and the speed difference from those coming your direction is very high. If you get hit on your way away from the area, you may as well get set to respawn from the great deal of damage you get (if damage is normal) or because you will get knocked way off course and/or backwards.If you escape that harrowing mess, you have the choice once again to take the lower road or go up the hill for CP11. You can collect it either way, but staying up high may be dangerous as others who may take the high road coming at you may cause for a massive collision.Once cleared of all the chaos that is CP5-CP11, you throttle your way down through CP12 and CP13. Hit the brakes before CP14 for a left hand turn, immediately followed by CP15's tight right turn at the top of the hill. Be cautious of the bus stop as you exit the corner that is right there on the edge of the road.Blast down the bumpy straightaway and hit the brakes before you go down the hill that leads you to CP18 and a wall directly ahead of you. Make a wide U-turn that takes you across CP19 and onto the main stretch where the final checkpoint awaits you just 2 blocks away!
 
 
 
 
 
 
 
[[File:9-RizeInTheEast2.jpg|thumb|Rize In The East]]
 
 
Rize In The East (in northern Algonquin)18 CheckpointsMost Difficult Section:Ideal Supercar Lap: 1m 20s or less
 
 
 
 
 
 
 
[[File:10-HorsePunch2.jpg|thumb|Horse Punch]]Horse Punch (in central Algonquin)11 CheckpointsMost Difficult Section:Ideal Supercar Lap: 1m 20s or less
 
 
 
 
 
 
 
 
 
[[File:11-StarsInYourEyes2.jpg|thumb|Stars In Your Eyes]]




Stars In Your Eyes (in central Algonquin)9 Checkpoints (least of all tracks)Most Difficult Section:Ideal Supercar Lap: 50s or less Road To BohanModifyDeleteMoveRoad To Bohan (in west Bohan, Charge Island and northeast Algonquin)20 CheckpointsMost difficult Section:Ideal Supercar Lap: 1m 35s or less


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