2022 Update..

First things first, I’m looking at setting up a system on this website to distribute this pack. If you log in and see something strange (like a cart, store or whatever) please ignore it. It doesn’t mean I’m about to release the pack. Thanks for understanding!

This pack is well on it’s way, it feels closer to release every day. Sorry for keeping you all waiting for so long..

A simple way of looking at it is that if it takes 2 months to create a decent replica (obviously can’t work on these tracks all day every day) then for 12 tracks you’re looking at 2 years. There have been many things that have happened over the last 2 years that have meant I’ve had times where I had lots of time to work on them, but more times where I haven’t had any. This has evened out for the most part.

A better way of looking at it though, is that once the assets, heightmaps, textures and the creation system is in place, changing the 2020 pack to a 2022 or 2023 pack shouldn’t be nearly as much work. By building these nationals I’m investing in a creation system. And while some years new tracks will be added, adding one or two new tracks to the season won’t be too difficult. Eventually I’ll have a catalogue of US national tracks that can be modified to suit any year within reason.

Anyway, I’ve finished heightmaps, v1 textures and skydomes for all 12 rounds. I’m currently working my way through creating practice versions of each track as these will work as a base to build race versions on. For those of you not up to date with the plan:

  • Practice versions have the track in it’s entirety with custom skydomes, fences, trees, bushes, buildings, gates, race data and anything else you can think of to make it look like the track on an average practice day (not pro)..
  • Race versions will have everything the practice versions have, except additional race equipment so gates, track markers, spongebobs, race trucks and vehicles, inflatables, speakers, scissor jacks, flags etc..

Right now, I’m working on round 7.

That’s it for now, I’ll get some pictures up more regularly and will post more updates the closer it gets.


Track Progression Washougal Video

It’s been quite a while since I’ve updated the news but that doesn’t mean I’ve not been busy. I’ve got a couple more tracks heightmap and textures mostly done since my last update and the latest one is Washougal.

I wanted to show this one off for two reasons. Firstly because its the first track I’ve made that already exists as a stock track. It’s an interesting comparison to me.. I think Snappe did an amazing job with the stock Washougal and there are a lot of similarities but I have a few bits I think are hopefully a bit more accurate from my perspective and other bits that are a bit more rough and realistic.

The second reason is because it’s the first one to have my new method of  background and skydome implemented. I’ve now done it on every other track I have completed the heightmap and textures for in clear, cloudy and rainy. It’s meant I’ve noticed how dull some of my textures were and I’m now blitzing them all again one by one trying to brighten them up. Oddly, not done it on Washougal yet but I will be matching the track and grass textures to the background soon.

Anyway. Let me know what you guys think.


1:1 Scale Vs. Overscaled

Sorry it’s been a while. I’m still working on things, it’s just been a difficult few months to get through more work than I ever thought I would have in my spare time.

I’m not going to type too much, I’ve said pretty much all I wanted to say in the video regarding whether we should be replicating tracks in 1:1 scale or not. Surprisingly I’ve still had a couple of people tell me that overscaled tracks are ‘more accurate’, and 1:1 tracks become ‘one lined’ which I just can’t understand!

More fun, subjective. How exactly do overscaled tracks offer more lines? Instead of hitting everything WFO you have to slow down and tread carefully, this increases the skill gap.

It’s funny. We all bought the ability to ride like JS7, you get MX Bikes and you can scrub, whip, clear 80 foot jumps and not worry about the consequences of getting it wrong. I think that plays a big part in why people all of a sudden think clearing big jumps is ‘too easy’ in game. Maybe if you just pinned it for once in real life you’d realise it’s not as hard as you thought.. Or maybe you’d end up in hospital. Probably best not to try..



Track Progression Preview Video: Thunder Valley Laps

Sorry it’s been a while but High Point took a lot longer than I thought. I’ts pretty much done and at some point I’ll be releasing a video comparison of my old and new version. But for now, I fancied somthing to take my mind off how badly I built High Point V1..

So, here are some raw laps around Thunder Valley. Sorry it looks like YouTube has turned my video into a potato, not sure what’s going on there but will see if I can get better quality going forward.


Here We Go Again: High Point

Here we go again, another run at High Point. I haven’t played this track in a long time but I’m at round 5 now of heightmap and textures so I load it up to take a look at what we have, and all I can say is I’m disappointed.

It’s probably as 1:1 as it gets, but it’s too small. The jump faces are too tight, the roughness is too intermittent, the track edges come and go, I could go on. I’m not even overjoyed with the textures.

I’m looking forward to posting a trackwalk on High Point when I’ve rebuilt it. The only thing I’m happy about is I already have the track folder, masks, and some good geographical data in the heightmap so I don’t have to go through the setup process and mapping off track.


Track Progression Preview Video: Hangtown Raw Laps

Hi guys..

Went back and recorded a few laps around Hangtown for you all to see. This ones mostly finished – I’m not happy with the grass and the off track to background so will be redoing that at some point.

Anyway, 450f and 250f laps shown, as I was worried for a while that 250f’s wouldn’t be able to make it over the big triple..


Track Progression Preview Video: WW Ranch 2020 Raw Laps

WW Ranch heightmap and textures are complete! I feel like I am on a roll now.. I only have 3 more heightmaps to create – Spring Creek, Budds Creek and Wshougal. The rest (Red Bud, Unadilla and Ironman) I have previous versions that will be brought up to current quality and have updates where elevation was slightly out and quality needs improving and in the case of Ironman the new layout needs finishing.

I’m excited to do Budds and Washougal as we have had these in game in stock form (Maryland and Washington) for a long time now and I’m curious to see how my versions will stack up.

Sorry to anyone who was looking forward to seeing more in the way of track development like texturing and maybe more heightmap work. I recorded some footage and had some problems – I’ve recently switched from an old version of Premiere to Davinci Resolve and I think all teething issues are resolved. I’ll make sure the next track I do from scratch I will record some texturing techniques and other development bits.

Anyway for now enjoy this one! WW rides really well although this video a lot of the berms and inside lines are blown out as I don’t tend to reset the deform during development if I can help it. Some purposefully ridden pre made deform will be included but it will be lighter than this.





Track Progression Preview Video: WW Ranch 2020 Corners Inside Lines and Tweaks

I recently asked on Discord if people would rather see plain trackwalks of finished heightmaps and tracks, track making videos or Blender videos. It seems like most people want to see track making which is good by me.

Here’s the first one. Please let me know if there’s anything I can do to improve how I show my track making progress, or if there’s anything specific you guys want to see. Check out the latest video where I start working on berms, inside and outside ruts and do a bit of general updating of the heightmap. Hopefully this helps you guys get an idea of the effort that goes into making these tracks and maybe some of you can pick up a few techniques along the way.

Coming next I’ll show a video on how I texture WW Ranch, although I already have a bunch of pre made textures ready to go for this pack so it might not explain a huge amount, I hope the technique could at least be useful and if nothing else it shows the work going into these tracks.

Also, I made a new intro. I’m pretty happy with the video format so far but will mix it up from time to time.


Track Progression Preview Video: WW Ranch Jump Placement

Something a bit different this time. I thought I’d share what WW Ranch 2020 looks like at different stages of development. Right now it’s a very early build but I will also record some laps when it’s a bit further along and when I have textures done.

In the following video you will see how it looks when the jumps and rollers are being placed. Luckily with WW there is no real elevation so starting with a flat heightmap was like getting a head start. The jumps might change, this is really a first draft – But I do like how it rides. I’m lucky enough to have had enough experience building jumps in L3DT that I was able to do 4 or 5 jumps and sections in a row to find they rode exactly as I’d imagined they would when building them.

Anyway, enjoy!