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 Let's Ride

by  Harest  |  10
AT   01:42.851 |  Stadium / StadiumCar   |   Intermediate 
ID  141647 
 10 June 2018 23:16:54
 Visible (approved) |  Released 
 Offline records
# Record User Score Date
1st   01:42.805  Harest 10 (100%) 11-06-18
 Dedimania recordsView on Dedimania
 Author Comments
My second map after Deep Down Remake. We keep the same theme : Wall Rides / tunnels / loopings. No dirt.
A little longer than the previous one. That's really what i like in TM the most*.

No GPS on this one.
*That's also why my favorite kind of racing games are futuristic ones with crazy tracks.

Changelog :
  • 2018-06-10 22:20 GMT (v2.21) : Changed the jump block before the disconnected looping to 451 and put the signs before it a little higher since the road before changed in v2.2.
  • 2018-06-09 23:40 GMT (v2.20) : Several changes (thanks   aelden)
    • Put back the booster at the start but changed the turn slightly. Also prevented a cut.
    • Improved the part before the disconnected looping, no more shitty borders at the little jump.
    • Replaced a block before a narrow chicane by a pole to make it easier, after the disconnected loop.
    • Fixed last CP location, hopefully for good this time.

  • 2018-05-26 14:55 GMT (v2.01 ; download link) : Switched 2 CPs to large ones to avoid eventual issues with SDs. Thanks to   Taxon.
  • 2018-05-25 06:05 GMT (v2) :
    • Removed the booster at the start to make the powerdrift worth it vs wallhit.
    • A lot of improvements all over the map to remove harsh turns, etc. Should be no more neodrift required.
    • Changed some CPs locations to hopefully better fit the optimal trajectories.

  • 2018-05-22 00:30 GMT (v1.01 ; download link) : Updated 2 cam triggers to be a little earlier and the "sd"/jump blocks at the exit of the first (big) wall ride.
 Embedded objects3 Objects
Object IX? Object author
CPx2.Item.gbx jui
CPx2AutoRot.Item.gbx jui
Checkpoint.Item.gbx jui
 Related tracks
Online map rating
Rated 1.58 stars by 13 players.
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