Now that I'm up and running, I've started this thread to compile a complete list of what I would consider "raceable" roads (both mountain passes and freeways, along with a few other miscellaneous as I see fit) in the game. Also decided to throw in the racetracks because as far as I know no one's ever bothered to measure them yet. Distances were measured using the trip-computer app in game, so may be slightly inaccurate due to not driving down the exact center of the road (though I did try). Older data may also be subject to me crashing and using the recover key because my driving skills are apparently some of the worst ever. I'm trying to eliminate these but it will probably a slow process. "SLCN" stands for "Sea Level Correction Number". Some maps don't have their main water layer positioned at z=0; thus if an altimeter is telling you're at 400 feet above sea level, you may actually be only 200 feet above the main water block. The SLCN is the number which is subtracted from or, more rarely, added to altitude readings to get the "true" altitude of a road. This is done for flavor purposes; the simulation calculates air pressure for aerodynamic and engine-power purposes using the raw z-position regardless of where the main water block is. Removing this factor will give you that number. Do be advised that some maps seem too close to their main water block considering the terrain and scenery they portray, while others don't have a main water block at all (those frequently have z-data which, once again, seems far too low for their terrain and scenery). Speaking of all this, I'm getting my altitude data with @gigawert's Simple Altimeter 1.1 (feet version, meters version). I'm using the version that reads in feet, so all altitude data will be in feet. Main waterblocks, where present, are tested for z-position by floating an empty steel barrel on them. I'm trying to add overhead views with highlighted roads, but it's a slow process. If you don't think they're good enough, then you try doing precise freehand curves with a mouse at 1:30 in the morning! DEVELOPER MAPS Italy Fastello to Conca Azzura coast road (white line): 5.5 miles Castello north exit (brown line, many hairpins): 2.1 miles, hairpins are extremely bletcherous with a 900 degree wheel Castello south exit (gray line): 2.3 miles, measured right into Castello Castello south to hillside (light pink line): 1.9 miles Jungle Rock Island Peninsula: 5.5 miles Over-the-top: 2.8 miles Volcano (to-top, extension of peninsula): 1.3 miles Loop road: 3.9 miles Small Island, USA Perimeter: 1.7 miles Spoiler: Utah, USA Utah, USA Size: 1.6 square miles/4 square kilometers SLCN: UNKNOWN, map does not have a main waterblock to refer to, however given altitude data seems very low for the environment portrayed Temperature: 94F at default spawn point A map that spent years on hold because of unspecified Torque3D issues, before finally being added in version 0.5.4 which is a lot longer ago than it feels like. Has only one good paved mountain pass, but that one might be the best in the game so far, or at least very close. Also many dirt roads, some short, some longer. Spoiler: Paved Passes West Rock Canyon (red line) Distance: 4.5 miles Surface: 100% asphalt Lowest elevation: 436 ft Highest elevation: 983 ft Elevation at east end: 527 ft Elevation at west end: 436 ft Elevation gap: 547 ft Elevation change: 91 ft Possible runs: 18 (15 with return) (you may easily get a wildly different number depending on where you consider appropriate start & finish points to be) This is the Utah canyon. The road you probably came looking for. Narrow, undulating, no guardrail, lots of third gear corners, but surprisingly easy to find the rhythm. Don't bother trying to hook the pavement edge; you'll either overdo it or get nothing from it. Narrow bridges are a hazard. On the eastbound run, the corner after you pass the visitor center wants to eat you; don't go in too fast! Spoiler: Dirt Passes Highway to Canyon Trail (light blue line) Distance: 0.82 miles Surface: 100% dirt Lowest elevation: 475 ft Highest elevation: 744 ft Elevation at north end: 740 ft Elevation at south end: 475 ft Elevation gap: 269 ft Elevation change: 265 ft Possible runs 0 (0 with return) A narrow and treacherous dirt path connecting the main two-lane highway to the hairpin of West Rock Canyon. Central Mountain Outer Trail (green line) Distance: 1.7 miles Surface: 100% dirt Lowest elevation: 480 ft Highest elevation: 830 ft Elevation at east end: 489 ft Elevation at west end: 830 ft Elevation gap: 350 ft Elevation change: 341 ft Possible runs: 2 (2 with return) A narrow but gently-curving path running from the main two-lane highway to the top of the dry riverbed that forms West Rock Canyon. Has a couple of intersections with other dirt roads; the decal roads in that area are difficult to read so I'm only almost sure this road doesn't go off in a different direction. Central Mountain Trail (yellow-green line) Distance: 1.3 miles Surface: 100% dirt Lowest elevation: 572 ft Highest elevation: 882 ft Elevation at east end: 572 ft Elevation at west end: 819 ft Elevation gap: 310 ft Elevation change: 247 ft Possible runs: 2 (2 with return) An alternate of the above road, connects to it at both ends, similarly narrow but much more technical. Where the above road winds a wide loop around the central buttes, this road climbs between them. Riverbed East Trail (yellow line) Distance: 0.84 miles Surface: 100% dirt Lowest elevation: 405 ft Highest elevation: 464 ft Elevation at east end: 464 ft Elevation at west end: 405 ft Elevation gap: 59 ft Elevation change: 59 ft Possible runs: 0 (0 with return) An extension of the riverbed trail which goes north and east to meet up with the two-lane highway. Could be strung together with the below route to create a short rally stage, but that would violate the "one road per run" principle I use for pass racing. Riverbed Main Trail (orange line) Distance: 1.4 miles Surface: 100% dirt with river crossings Lowest elevation: 336 ft Highest elevation: 445 ft Elevation at east end: 416 ft Elevation at west end: 445 ft Elevation gap: 109 ft Elevation change: 29 ft Possible runs: 2 (2 with return) The main section of the trail running alongside (and through) the river. The "decal road entrails" at intersections are exceedingly difficult to read and repeatedly contradict the obvious path, in the process breaking up this road into two shorter runs which are both individually too short to bother with, so I just ignored them and went with the obvious. With three river crossings in not even a mile and a half, some ride height may be advantageous here. Spoiler: Freeways Freeway Inner Loop (dark blue line) Distance: 3.2 miles Surface: 100% asphalt Lowest elevation: 431 ft Highest elevation: 492 ft Elevation gap: 61 ft Part of possible runs: 1 Utah's freeway, which was originally bounded by cave-ins at the southeast and southwest corners of the map, is now bent into a loop by the use of this tunnel. This is the inner (counterclockwise) carriageway. I know you can't really call it a freeway since it has at-grade intersections instead of ramps, but I'm honestly not sure if there would be a case for ramps here. Beware that the transition going into the tunnel involves an extremely large bump which, combined with the tighter-than-expected corner, can easily throw you into the wall. @Gamergull's Traffic Tool may be of quite some use here, though I don't know if the public version supports multi-lane traffic yet or whether it will work with the tunnel. Freeway Outer Loop (blue line) Distance: 3.3 miles Surface: 100% asphalt Lowest elevation: 431 ft Highest elevation: 492 ft Elevation gap: 61 ft Part of possible runs: 2 This is the slightly-more-open outer (clockwise) loop of Utah's "freeway". Again, @Gamergull's Traffic Tool may help to wake this road up a little bit, assuming multi-lane is live and works with the tunnel. Spoiler: West Coast, USA West Coast, USA Size: 1.6 square miles/4 square kilometers SLCN: -234 feet Temperature: 75F at default spawn point The second most recent developer map, it portrays a fictional California city called Belasco City, which appears to be an amalgamation of San Francisco, Los Angeles, and their outlying areas. Is the second vanilla map after Utah to feature freeways, but is also apparently known for having AI paths that don't make a lot of sense when you introduce multiple cars into the mix. Includes a racetrack as well, and a reasonably well-designed one at that, at least by my cursory assessment. Spoiler: Paved Passes Mt. Wallis (red line) Distance: 1.7 miles Surface: 100% asphalt Lowest elevation: 235 ft Highest elevation: 428 ft Elevation at north end: 296 ft Elevation at south end: 315 ft Elevation gap: 193 ft Elevation change: 19 ft Possible runs: 2 (2 with return) The main mountain road of the map, labeled as "touge mountain" in an early pre-release diagram of the map It also had a slightly different and much shorter route then (one of the connecting roads would have originally been the south end). That corner became rather evil on the southbound run... Interestingly enough, the length of this road is very similar to that of what was the last remaining non-residentialized segment of Mulholland Drive (between Skyline and Coldwater Canyon). No idea whether this was intentional. Redwood forest (orange line) Distance: 0.66 miles Surface: 100% asphalt Lowest elevation: 140 ft Highest elevation: 310 ft Elevation at east end: 214 ft Elevation at west end: 140 ft Elevation gap: 170 ft Elevation change: 74 ft Possible runs: who cares The redwood forest road, curvy but too short to care about as far as I'm concerned. It did stay remarkably true to the original road plan. Coastal cliffside (yellow line) Distance: 0.46 miles Surface: 100% asphalt Lowest elevation: 101 ft Highest elevation: 176 ft Elevation at east end: 176 ft Elevation at west end: 101 ft Elevation gap: 75 ft Elevation change: 75 ft Possible runs: who cares A mildly curvy coastal road that barely counts as a road of interest. Spoiler: Freeways Highway 110 westbound (yellow-green line) Distance: 1.5 miles (I didn't include the dirt offramp even though I probably should have) Surface: 100% asphalt (See above) Lowest elevation: 105 ft (See above) Highest elevation: 151 ft Elevation at east end: 151 ft Elevation at west end: 110 ft Elevation gap: 46 ft Elevation change: 41 ft Part of possible runs: 2 The main freeway cutting across the map, dividing the city from the countryside. This is its westbound carriageway, measured from the tollbooths to the construction. Makes an alright place to test a car's "reasonable" top speed, but to make it interesting would require a rival racer or, as much as I hate to say it, a way to make @Gamergull's Traffic Tool work properly on this map, unless it actually does work on the freeway already (I know he had a multi-lane version in the works but don't know if it's been released yet). Highway 110 eastbound (green line) Distance: 1.4 miles Surface: 100% asphalt Lowest elevation: 114 ft Highest elevation: 199 ft Elevation at east end: 199 ft Elevation at west end: 115 ft Elevation gap: 85 ft Elevation change: 84 ft Part of possible runs: 3 The main freeway cutting across the map, this time the eastbound carriageway measured from its tollbooths to the top of the easternmost offramp. Highway 54 northbound (other green line, seriously, Paint.NET calls them different colors but they're indistinguishable on my screen) Distance: 1.4 miles Surface: 100% asphalt Lowest elevation: 89 ft Highest elevation: 313 ft Elevation at north end: 94 ft Elevation at south end: 313 ft Elevation gap: 224 ft Elevation change: 219 ft Part of possible runs: 3 The ring freeway running around the south and west of the map. This is the northbound/westbound carriageway, measured from the top of the easternmost onramp to the intersection at the north end. Highway 54 southbound (blue-green line) Distance: 1.4 miles Surface: 100% asphalt Lowest elevation: 89 ft Highest elevation: 313 ft Elevation at north end: 95 ft Elevation at south end: 313 ft Elevation gap: 224 ft Elevation change: 218 ft Part of possible runs: 4 The south/west ring freeway again, this time the southbound/eastbound carriageway measured from the intersection at the north end to the top of the easternmost offramp. Spoiler: Closed Courses Belasco Speedway Long Race Circuit 1 (other blue-green line, seriously PDN?) Distance: 2.7 miles Surface: 100% asphalt Lowest elevation: 156 ft Highest elevation: 296 ft Start elevation: 242 ft Elevation gap: 140 ft Possible runs: 2 Is this place called Belasco Speedway? I don't know, but I'm sticking with it until someone tells me a more official one. It's BeamNG's most polished racetrack so far, with a very passable layout and much bespoke decoration. Seems to have a high average speed with that massive back straightaway, but is not without its technical sections. Somehow, this track manages to be a perfect example of the things I don't like about racetracks, and yet also remain perfectly acceptable. Belasco Speedway Long Race Circuit 2 (light blue line) Distance: 2.7 miles Surface: 100% asphalt Lowest elevation: 156 ft Highest elevation: 296 ft Start elevation: 242 ft Elevation gap: 140 ft Possible runs: 2 The main circuit, with a rounded chicane to break up that endless back straight. Length barely changes, elevation data doesn't. Belasco Speedway Short Race Circuit (blue line) Distance: 1.6 miles Surface: 100% asphalt Lowest elevation: 174 ft Highest elevation: 296 ft Start elevation: 242 ft Elevation gap: 122 ft Possible runs: 2 A tight and technical short circuit. Make it a little narrower and a lot longer, replace the rumble curbs with ditches, and you have my dream racetrack right here. Belaso Speedway Alternative Race Circuit (dark blue line) Distance: 1.2 miles Surface: 100% asphalt Lowest elevation: 156ft Highest elevation: 234 ft Start elevation: 158 ft Elevation gap: 78 ft Possible runs: 2 A shortened circuit made from the west section of the main course. Manages to make something tight from fairly straightforward roads. Has its own hot pit! Belasco Speedway Drift Circuit (blurple line) Distance: 0.48 miles Surface: 100% asphalt Lowest elevation: 240 ft Highest elevation: 247 ft Start elevation: 244 ft Elevation gap: 7 ft Possible runs: 2 A very short circuit laid out around the paddock, presumably for drifting and club or demolition racing. Parking lot was probably intended to be flat, but seems to fall slightly towards the west. Also possible that this circuit was intended to be a round half-mile but was not measured properly by me. Belasco Speedway Off-Road Circuit (purple line) Distance: 0.65 miles Surface: 100% dirt Lowest elevation: 251 ft Highest elevation: 290 ft Start elevation: 252 ft Elevation gap: 39 ft Possible runs: 2 A short and bumpy dirt track in the infield of the main circuit. May have been intended as a round two-thirds of a mile. That jump is surprisingly easy to clear, also very easy to overshoot... Not sure what's supposed to be raced here... trophy trucks? Rallycross cars? Belasco Speedway Off-Road Oval (pink line) Distance: 0.40 miles Surface: 100% dirt Lowest elevation: 184 ft Highest elevation: 186 ft Start elevation: 185 ft Elevation gap: 2 ft Possible runs: 2 (if you want to commit the unspeakable crime against everything that is running an oval clockwise) Belasco Speedway's infield dirt track, where things like sprint cars would race if there were any in the game. I suspect it may have been patterned off three-eighths-mile ovals, however that's a bit of a stretch. Belasco Speedway Off-Road Figure 8 (reddish-pink line) Distance: 0.44 miles Surface: 100% dirt Lowest elevation: 182 ft Highest elevation: 186 ft Start elevation: 182 ft Elevation gap: 4 ft Possible runs: 2 Belasco Speedway's infield dirt track, made into a figure of eight for maximeme carnage. MOD MAPS Spoiler: Yellav Valley by Ouerbacker Yellav Valley by @Ouerbacker Size: 4.1 square miles/10.6 square kilometers SLCN: +96 feet Temperature: 56F at default spawn point The classic @Ouerbacker map, still working perfectly to this day. Much larger than most vanilla maps, but also very sparse and thus very FPS-friendly. Bridge transitions are rough and can show a visible gap when seen from certain angles, but the map is otherwise well-made. Altitude seems low for the environment presented. Spoiler: Paved Passes Perimeter loop (orange line) Distance: 4.3 miles Surface: 100% asphalt Lowest elevation: 829 ft Highest elevation: 1,145 ft Start elevation: UNK Elevation gap: 316 ft Possible runs: 2 (0 with return) The high-speed perimeter loop, with many easily-overcooked corners and at least one jump which will try to banana your car. Northernmost road (red line) Distance: 2.1 miles Surface: 100% asphalt Lowest elevation: 753 ft Highest elevation: 1,258 ft Elevation at east end: 892 ft Elevation at west end: 876 ft Elevation gap: 505 ft Elevation change: 16 ft Possible runs: 2 (2 with return) A road looping up the side of a mountain and back down. A real brake cooker, and some cars will struggle with the climbs as well, but surprisingly not that difficult to drive without crashing. North/south road (yellow line) Distance: 2.3 miles Surface: 100% asphalt Lowest elevation: 718 ft Highest elevation: 963 ft Elevation at north end: 958 ft Elevation at south end: 963 ft Elevation gap: 245 ft Elevation change: 5 ft Possible runs: 2 (2 with return) A road crossing the map from north to south. The further north, the more technical. Antenna connector (yellow-green line) Distance: 1.0 miles (barely) Surface: 100% asphalt Lowest elevation: 777 ft Highest elevation: 952 ft Elevation at east end: 952 ft Elevation at west end: 777 ft Elevation gap: 175 ft Elevation change: 175 ft Possible runs: 2 (2 with return) Despite the length and the elevation statistics, this one actually has quite a bit of undulation... quite a bit of evil undulation. It descends from the perimeter loop, past a radio mast, through an (abandoned?) town, down into the middle of the valley. Any time attack you did on this road would probably be shorter than a mile, which is my usual cutoff, but I'll let it slide since the road itself passes muster. South connector (green line) Distance: 1.4 miles Surface: 100% asphalt Lowest elevation: 726 ft Highest elevation: 944 ft Elevation at east end: 944 ft Elevation at west end: 726 ft Elevation gap: 218 ft Elevation change: 218 ft Possible runs: 2 (2 with return) A barrage of hairpins and other assorted technicality snaking down into the valley from the perimeter road.