Race Tracks

Revision as of 03:53, 21 October 2009 by gtw>Wildbeemer
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Driving While High

These are the following Race Tracks on GTA IV's Race Mode in Multiplayer.



  • Driving While High (in southwest Alderney)
  • 15 Checkpoints
  • Most Difficult Section: Checkpoints 10-12
  • 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.

Gas your way up the small hill to the next corner. If there are a bunch of racers ahead of you, you might take the option of cutting across the very narrow parking lot at the fire station. You can still collect CP2 going through there.

Follow the somewhat crooked straightaway though CP3 and to CP4 then up the hill towards the tricky 5th CP.

CP5 is on an off-camber, high-speed, sharp left turn, so be careful and take a bit of a wider entrance into the turn to avoid sliding out to the mailboxes and buildings on the right.

Blast up the hill to a small jump and hit the brakes approaching CP6 to make the 90-degree lefty. Sometimes bouncing off the building if you don't brake in time may save you.

Head to CP7, another 90-degree corner, to the right this time. CP8 will be right ahead.

SHORTCUT: Instead of taking the left turn where CP8 is and going up the hill, turn down the road just before, onto the other ramp that takes you to the highway, then cut across between the medians back to the proper side. You will come out a good 2 or 3 seconds ahead of where you would have been if you followed the yellow route.

CP9 is on the highway, where you will be wide open heading to the off-ramp, where CP10 is located on a small bump that will put you in the air a little bit.

This area is very tricky because the next left hand corner is over 180 degrees, the turn gets tighter as you go, the wall is just a small barricade that you can easily go over, and the corner is negatively banked. Should you go over the wall, you may have to respawn.

At the foot of the off-ramp is CP12 on the right. Follow the road to the right-hander that CP13 sits in. Don't swing out too wide because there is an unmovable pole on the edge of the sidewalk.

Nail the throttle across the final CP where you started from to complete a lap at Driving While High!

SHORTCUT: The final corner, where CP14 is, there is a easily breakable wooden fence you can plow right though. Be cautious of the fence after it has fallen because you can bounce off the debris and get some very good unwanted air!



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Exhaust Fumes


  • Exhaust Fumes (in Alderny)
  • 17 Checkpoints
  • Most Difficult Section: Checkpoints 11-S/F
  • Ideal Fast Supercar Lap: 2m 15s or less

This is probably one of the easiest tracks to race at because of the fact it's an open highway!

Cruise up the hill at the start and haul the mail to CP1 where you will make a long left turn. Snake your way to CP2, where you may have to squeeze off the gas to get through the right-hander without crashing into the wall on the left. From here, it is full throttle again through CP3 to CP6, which sits at the top of a big incline.

After you make the small right turn, be careful the the next pair of left turns. Stay close to the wall on the left as you make the turn because if you are too far to the right, you may hit the construction cones that may (or may not) spawn in time. You can still hit cones even if they aren't actually "there" yet. Those cones will almost definately cause you to just go straight into the wall or even through the break in the wall.

Pass through CP7 and you get to do this again with another left turn with cones and a hole in the wall on the right.

Full throttle through CP8 and CP9 to a tight right hand corner that you can easily misjudge and smack the wall on the left, so you may want to back off a little bit to get through there cleanly.

Pass through CP10 that is beyond the left corner ahead and fly downhill to CP11, where you leave the highway. Here, you have to hit the brakes for the first time, real hard, to make the tight right and avoid any trees and poles that will be in the way.

CP12 will greet you before you go downhill to CP13, where a tricky left awaits you. There is no full throttle through this corner, so back off and apply brakes to get through without crashing.

Shoot up the hill to CP14 where you will get some air, but be careful of how much air you get because as soon as you leave the ground, the road turns left again and you may fly into the building ahead of you!

Up another small hill, CP15 awaits you and here you set yourself up for the final corner at the bottom of a small hill that CP16 is on. Brake before you get to the intersection or you will blow right on by the corner.

The final checkpoint is right there after you turn, at the entrance to the highway where you started.

SHORTCUT: It is risky, so only do this on the last lap if you are right behind someone. It is a bonzai move to crash through the fence, but if you do it right, you can clip CP16 and slide ahead (or into) your opponent and beat them to the finish!





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Thunder Road


  • Thunder Road (in southern Alderny)
  • 14 Checkpoints
  • Most Difficult Section: The Whole Course!
  • Ideal Fast Supercar Lap: 1m 10s or less

Why is the whole track so difficult? Turns, bumps and jumps litter this very short course, so one mistake can completely screw you up. This track is about crashing the least!

CPS/F is right under the old bridge that leads to the Industrial section of Alderny. Head to CP1 along the very bumpy road. CP2 is in the middle of a quick lefty that has a bump in the middle, sending many driver flying into the immoble poles on the right. If you get through clean, you can stay in the gas and blast through the right-hander CP3 sits at and the left turn CP4 is located.

Just as you hit the dip on the left before CP5, slam the brakes to make the hard left turn where more unbreakable poles and a concrete pillar stand in your way.

Haul up the straightaway and the hill that CP6 sits at the base of. CP7 is at the top of a hill where you need to be turning left or else you will crash off to the right.

Head downhill to CP8 and hit the brakes at the crosswalks to make the left turn without flying into the poles and small pillars on the right.

CP9 directs you into a narrow alley off the main roads where you start with a small uphill climb towards CP10.

Make that tight corner, avoiding all the light stands and debris and step on the brakes before you crash through the security gate and CP11. If you don't, you will land in the parking lot across the srteet and miss the left-handed corner you should have made instead!

Turn right where CP12 is and head towards CP13.

SHORTCUT: It may sound too easy, but do you know how many people miss this? Cut across the grassy median instead of following the road right through CP13 and you can make a ton of time! Just be sure you don't cut the corner too much, you may not collect the checkpoint.

Drag race towards the final checkpoint to finish a lap around the bumpy Thunder Road!



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Industrial Action


  • Industrial Action (in southern Alderny)
  • 23 Checkpoints
  • Most Difficult Section: The Whole Course!
  • Ideal Fast Supercar Lap: 2m 5s or less

This track is hard enough to get around by yourself. Throw up to 15 other competitors and this place becomes a mad house! With more than 30 turns, there are more than your fair share of places to have to brake and few places for speed - this track is ALL about brakes and handling, so use caution with vehicles that don't turn on a dime!

From a standing start, you can go full throttle into the small left and right hand turns in front of you. If you have a full head of steam from already running a lap, you may want to hit the brakes when you make the left hand turn before you hit CP1 so you don't fly off the course and into light poles on the left when you try to make the right turn over the little hill. The next corner just beyond CP2 is a 90-degree right turn and a slight continuous turn when you hit CP3.

Drag down the short straightaway to CP4 where things get interesting here!

This tricky set of turns can be easily avoided by cutting corners at a cautious pace (and awareness if you miss a checkpoint) and you can almost go straight to hit CP5 and CP6. At CP6, you need to turn left because the map shows yellow routes everywhere because the course will come back around to this same location in about 20 seconds. Shoot down the short straight and pile on the binders before CP7 to make the right turn, avoiding poles and concrete pillars that hold up fencing and the highway above. Head down that short road and make another right turn where more poles await you off the road. More right turning is required to take you throught CP 9 and CP10, where you cross back onto the small straightaway you were on just moments ago. This time at the end of the road, take a left when you get to CP11 (which is in the same location that CP7 was). That area can be a pain if there are slower racers that are far enough behind because you can easily crash into them when you are heading the other way on that little stretch. That section is almost like completing a figure 8.

CP12 and CP13 await you in a set of right turns (or one long right turn if you ride along the sidewalk on the left on the very short road between those checkpoints). You need to get out of that corner good to get enough speed to carry you down the next straightaway, which is long enough to build up some good speed. There is a small set of curves in the road but nothing major and CP14 is at the end of this stretch. Don't wait too late to get on the brakes for this sharp left turn at CP14 because there is posts, pillars, a guardrail and a big ol' tree sitting right there if you drive into the corner too hard!

You follow this road with a long right turn through CP15 into a parking lot where CP16 sits at the end of a fence. If you overdrive this very, VERY tight right turn around the fence, you can get stuck behind more pillars and concrete.

SHORTCUT: you can cut through the fence most times, just don't follow someone too close for you may flip or stop dead in your tracks from the fallen/falling fence!

Stay to the right and avoid the grassy median as you speed around the buildings through CP17 and CP18, where a fence on the outside of the corner can mess you up should you drive too fast into that right turn.

Head down the small straightaway and avoid the immobile pole in the middle as you make the right turn to get back onto the roads. Carry some good speed through these corners and hit the brakes where CP20 is to set up for the left turn ahead. The curbs at this corner WILL grab you in most cars (high-suspension vehicles might be able to get away with this), so stay off of them!

SHORTCUT: cut across the grass on the left just past the fence to avoid the curbs all together and it helps keep up speed for the long final straightaway ahead!

From here, it is full throttle through CP22 (even around the right turn just beyond the checkpoint) all the way back to CPS/F, but be cautious to stay away from the right lane because a cop car will almost always be parked there, even if traffic is turned off!



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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).

You start off underneath the highway and drive down a small hill towards CP1. CP2 sits at the tricky first braking corner. Brake early to avoid crashing into the building but beware that if you are immediately in front of a few others, you may get run over!

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. 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.


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Don't Look Down



  • Don't Look Down (in central Alderny)
  • 16 Checkpoints
  • Most Difficult Section: Checkpoints 6-7 and 8-10
  • Ideal 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!



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Duck And Weave



  • Duck And Weave (in northern Alderny)
  • 19 Checkpoints
  • Most Difficult Section: The Whole Course!
  • Ideal Supercar Lap: 1m 25s or less





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Drag Kings (affectionately known as "Drag Queens")


  • Drag Kings (in west Algonquin)
  • 20 Checkpoints
  • Most Difficult Section: Checkpoints 5-12
  • Ideal Supercar Lap: 1m 45s or less

This 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. If you take the upper road on the left, there is a greater chance to get caught up in the congestion of traffic, especially at the intersection, or competitors who may be using that road to come back the other way!

Slam the brakes past CP6 in attempt to 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 set to 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 (and don't forget the regular traffic).

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!




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Rize In The East



  • Rize In The East (in northern Algonquin)
  • 18 Checkpoints
  • Most Difficult Section: Checkpoints 7, 12 and 15-16
  • Ideal Supercar Lap: 1m 20s or less




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Horse Punch


  • Horse Punch (in central Algonquin)
  • 11 Checkpoints
  • Most Difficult Section: Checkpoints 4/9
  • Ideal Supercar Lap: 1m 20s or less





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Stars In Your Eyes



  • Stars In Your Eyes (in central Algonquin)
  • 9 Checkpoints (least of all tracks)
  • Most Difficult Section: Braking!
  • Ideal Supercar Lap: 50s or less




  • Road To Bohan (in west Bohan, Charge Island and northeast Algonquin)
  • 20 Checkpoints
  • Most difficult Section:
  • Ideal Supercar Lap: 1m 35s or less




Round The Block (in central Algonquin, Charge Island and west Dukes)17 CheckpointsMost Difficult Section:Ideal Supercar Lap: 1m 55s or less   Southern Switch (in south Broker and south Algonquin)27 Checkpoints (most of all tracks)Most Difficult Section:Ideal Supercar Lap: 3m or less   Bogan's Run (in west Bohan)15 CheckpointsMost Difficult Section:Ideal Supercar Lap: 1m 5s or less   Bawhan Dash (in Bohan)21 CheckpointsMost Difficult Section:Ideal Supercar Lap: 1m 55s or less   Heel-And-Toe (in west Dukes and northern Broker)16 CheckpointsMost Difficult Section:Ideal Supercar Lap: 1m 55s or less   Quick Knives (in northern Dukes)16 CheckpointsMost Difficult Section:Ideal Supercar Lap: 1m 20s or less   Terminal Velocity (in central Dukes)18 CheckpointsMost Difficult Section: Checkpoints 10-14Ideal Supercar Lap: 1m 50s or lessThis track is much like Exhaust Fumes and Drag Kings, where you hold the gas for 3/4 of the lap, then you have a few braking zones and difficult corners, then you start all over again.You get more air on this course than anywhere else, as you can see when you start off dropping down a few small hills that give your tires temporary ground clearance. You race uphill to the second checkpoint where again you lift off of the ground momentarily. CP3 is at the bottom of two more hills that really take a good amount of skill (or an insane amount of luck) to make it without losing control of your vehicle.Follow through CP4, uphill to CP5, to a tricky downhill turn where you will get more air, when you should be turning instead. Slightly turn to the right before you begin to go down hill to keep you on the right, otherwise you may hit the barriers on the left or spin yourself around at the bottom.Full throttle all the way to CP10, where your difficult section begins. Past CP10, there is a sharp right hand turn that goes uphill (CP11) then goes back to the left, but you need to be prepared to make another right off of the highway towards where CP12 is to the right of the Burger Shot. Lots of chances to get unwanted air, so try to slow down at CP10 and follow the right side road and cut between the poles on the right once you past CP11 where you are supposed to turn right to leave the highway. You can carry alot of momentum through CP12 as you shoot towards CP13. When you are at CP13, stay a bit to the right because the curbs on the left do bite, so feed your speed with caution there!Go uphill but brake before you get to the top otherwise you will fly straight into the back of the hospital instead of making the downhill lefty through CP14.You will once again go uphill for more air as you jet through CP15 but brake before you go down the hill where CP16 is, or else, guess what, more air and you miss the turn at the bottom of the hill.Make the right-hnder and go uphill to the arch where CP17 awaits, but be cautios of the sudden incline at the top of the hill that give you more time off the pavement.Snake your way though the last turn and drop a couple feet as you sprint towards the final checkpoint. Don't forget to reminisce on how many air miles you racked up in one lap here!  Taxiing (in east Dukes)19 CheckpointsMost Difficult Section: Checkpoint 6 and Checkpoint 10Ideal Supercar Lap: 1m 35s or lessDrag you way right off the bat down the runway to CP1 (dodging any airliner that may be in the way) and creep across the grass on the right to clip CP2 and the CP3.Get heavy on the brakes before you hit CP4, a very tight corner where you can easily get run over from behind by competitors. Accelerate to the left turn ahead where CP 5 and to CP6, which is on the other side of a gate. Be careful of that gate because it acts like real debris if you don't knock it over first and could get a couple wheels in the air in a place where you need to turn. If you are racing a motorcycle, try to squeeze in the small gap between the gates, as sometimes those obnoxious metal sticks can clothesline you right off your hog!SHORTCUT: You could go straight carefully through the pillars ahead of you and cut across the parking lot, but you need to swing wide to pick up CP7, otherwise this shortcut is useless. It is great if you are behind a bunch of traffic because you can get out ahead of them, but they will have more speed on you. They won't all be able to get by without you getting totally run over!Pass through CP8 and CP9 and be ready for the second difficult spot on the course, by far the hardest. CP10 is at another entrance to the airport, but fortunately there is no gate... unfortunately, there is a small square chunk of God-knows-what in the middle of the entry that can easily put you on two wheels, or worse, your roof. This corner takes alot of practice but turn in late and go around the left of it. Better off going through there a little slow than having to take all that time to turn yourself around after it spins you out or respawning after it rolls you over!Throttle through the left hander ahead, cut left of CP11 and the light pole, to make a good run through CP12 and CP13. Race you way to CP14, avoiding any waywards airplanes in the way.CP15 is in the middle of a long corner, to the right of sone baggage carts. Take your vehicle to the left of the carts, but staying close, so you can clip the checkpoint and shorten the corner alot.Pass thought CP16 and then turn left after the "jumps" that will be on your left where CP17 is. Go far to the left so you can make a late turn into the final hairpin turn, there CP18 sits. The longer you make the entrance to the corner, the later you need to brake.Get out of that corner fast to hit the final checkpoint. Don't go out too wide to hit the checkpoint and keep speed up because if you get out into the dirt with all your tires, you will miss the last CPS/F completely!



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