i've created a few tracks for different event types of mcm2. you can find all of them on this page
- just click a cover picture to download the track.
stunt tag tracks
i love to play stunt tag games in mcm2. the ability of creating my own worlds for this event type
even tops the fun of the game play itself. i tried my best to step aside from the mainstream, but
please - find out for yourself.
|
|
this is strange looking track with huge hills and all kinds of weird shapes. it was meant to look like
grown there, like a weird alien plant or something like that. the hill complex is surrounded by a thin
ocean (no jumps out there, seriously). terrain out of leveller, tex and sky rendered in terragen with
final touch ups using photoshop.
|
|
it took just about 6 hours to create this little stunt tag arena. it's certainly not meant to get
too speedy due to its tight layout. nonetheless it provides tricky bumps and hills to stunt into
all directions possible. pretty challenging with inbuilt garanty for lots of tags.
|
|
this is for some reason my most popular stunt tag track. it contains mainly huge convex and
concave round shaped formations which cut into each other. the textures look pretty natural,
the terrain itself though is rather unnatural. nonetheless its possibilities for nice air are
almost countless.
|
|
my first stunt tag track. i still think it's one of the best i made in this category. it got pretty
unique: the center looks somehow like a complex of alien buildings situated somewhere out there in
a neverending natural looking sand dune desert. be asured, there's nice air time whereever you ride.
|
|
an arena conversion of 'tagouraret'. downsized, tricky and dense. hiding in the sand dunes is
limited by the stadium in order for the action to concentrate right in the middle of everything.
|
|
this track has a uniquely shaped 'negative' terrain, so to speak, it's mainly all below the surface
instead of above. consisting of just 9 holes in the ground, this track was made after a tic-tac-toe
board. huge air for up to 5x stunts is possible with kind of easy landing possibilities, just you
need to find out how first.
|
|
i made this stunt tag arena especially for the 'AGV unknown arenas tourney'. the terrain is based on
one quarter of a map which was mirrored horizontally and/or vertically to be placed in all 4 corners.
the map was then worked on a lot to give each corner a similar but unique shape.
|
national tracks
playing mostly stunt tag games, my love of creating tracks will always remain with the nationals. as lines
are most important on national tracks, i tried every method there is to play with them. this became
somehow an intensive game with myself from track to track creation. i always asked myself, 'how am i able
to extend the possibilities of a given spline EVEN MORE?' please read about details in the descriptions
and of course, find out for yourself.
|
|
my latest national so far. it contains a breathtaking drop, a few big jumps and some short cuts. of
course, you'll find lot's of lines around the whole track as well. the textures got pretty neat too
in my opinion. fun to just race around and challenging if you go for the shorter lap times.
|
|
my track at a 'dirttimes track contest'. my concept was to include a steep hillclimb hill into a
national track. i guess it worked out just fine. a few short cuts are spread along the path. my first
and yet only attempt to include quite a lot of custom objects. terrain, textures and custom sky as
natural as i can do.
|
|
lines, lines, lines whereever you look. the track is small, almost tight, but allows fun racing. i
guess it was the first more popular national i made. i included one major spline cut. go check if
you can find it. the track got natural textures and for my first time manually placed trees.
|
|
my first track being released ever. besides one custom object and the custom sky cube, i started to play
with the spline abilities. it got 'natural' looking moon terrain and textures at least as far as i'm
concerned - my flight there was canceled, so i couldn't check it first hand.
|
|
this was my 'back to the roots of motocross' track. after i generated a natural terrain i included
the track path using only minimalistic changes to the given landscape. it's challenging and comes with
very natural look and feel. your monitor brightness may need to be pushed up a bit if you go for a ride
on this one.
|
|
please read twice: standard lap time around 1 minute - cutting lap time around 30 seconds. the
developement of this track went over a period of 4 month. it contains 4 major shortcuts which are
all hidden inside the spline. you'll have to search for them in order to speed things up. natural
terrain and textures as well as manually placed trees.
|
|
this is the second national i made. the concept was to place 3 different tracks within one spline.
although it didn't get perfect, it worked out that way. its terrain and textures look pretty natural.
if you get lost in the maze, please check for the included sign close to the lake coast to tell you
which track runs where.
|
baja tracks
somehow i got in love with baja races. they seem to provide the free choice of line as in stunt
tag games as well as a certain path to follow as in national races. i couldn't resist to try a few
tracks for this event type.
|
|
this is the only 'stand alone' baja i made, cause it wasn't meant as a stunt tag track first hand.
nonetheless people like to stunt on it as well. it contains my best natural terrain and textures so far
(just my opinion, please check for yourself). 4 races included with wide gaps between the gates. go
chose your own line, you'll find tons of them in here.
|
|
a conversion of my stunt tag track 'splat'. 5 races with gate placements for every level of riding
skill. puts the original stunt tag track into a whole new light. you'll find a smooth and uniquely
shaped terrain together with major air time. especially challenging when up at top speed.
|
|
a resized conversion of my stunt tag track 'tagouraret'. 3 short races spread over the center and its
sand dune border. pretty challenging at spots mainly because of the uniquely shaped terrain. extra
precise steering could be to your advantage here.
|