It's a mountain. It's a corkscrew. It's Corkscrew Mountain - twists, turns, dips, and hills all wrapped up in a mountain that's over 4,000 feet high. Post your best track times here. Notes: For anyone just getting into BeamNG, the timer doesn't work anymore due to the pre-race update. It changed the way the LUA code works. There shouldn't be any technical issues with this release. I'm learning how to pack these correctly. The mountain is huge and the road mesh I made is very smooth, which is a recipe for some nice drifting. The latest available version replaces any previous version. Version 1.2 is probably final. The light version is for slower computers. The only difference from the original version is that grass, trees, and rocks have been completely removed. It should run well on low end computers. I haven't added the track timer to the light version yet. Thank Ltp0wer for the feedback that led to the visual improvements and thank NkosiKarbul for his ground cover help. I've learned a lot when it comes to terrain aesthetics while working on this. (imported from here) Version 1.21 Changes: Added my custom track timer Version 1.2 Changes: Optional light version for slower computers Fixed the areas where grass was clipping through the asphalt Added signs where I felt they would be helpful Decreased scale of parking lot Did what I could to smooth the last few turns Smoothed terrain where it meets the track skirts ( easy to get back on track now ) Version 1.11 Changes: Added grass and rocks Adjusted tree layout to look more natural Version 1.1 Changes: Tweaked water for visual improvement Tweaked shadows for performance improvement Adjusted layout of trees ( they're along the edges of the track skirt now ) Smoothed the area where the terrain meets the track skirt Adjusted grass texture Version 1.0 Changes: Fixed occasional collision glitch on outskirt of track mesh Added slight dips and hills Terrain aesthetics Features: My custom track timer 100% original road mesh made in Blender 100% original terrain sculpted from complete flatness How to Use: Drag and drop both directories from the archive into your BeamNG Drive folder. Known Issues: The last 3 turns at the bottom of the mountain have some very minor choppiness to them. I cannot do anything about it at this point. It stems from me experimenting with my parts I use to create tracks. For every 4 top faces of turns, there's only 1 bottom face. That's the cause. I figured I would try something different to keep the polygon count low as possible, but it ended up biting me. My future tracks will not have this problem.