The first time loading can take close to half an hour, so let it do its thing if it seems stuck. Here's the century old Race To The Clouds, all 12.4 miles and 4300 feet of it. Every detail possible was added including; guard rails, all big bolders and logs along the side of the road, tree placement and scaling, road signs and markers, and even the drainage gutters. Features include: Time Trial Mode; the full hill climb course and a shorter GT2 style one, both are reversible. 2 separate versions of the map, one is paved and the other is the "classic" gravel. Fully optimized graphics, for smooth frames and maxed out details. View attachment 445177 View attachment 445208 View attachment 445176 View attachment 445209 View attachment 445179 View attachment 445178 Neilogical goes hill climbing and reenacts an infamous crash. Watch Jimmy Broadbent go up in flames in his attempt at an all out hillclimb. The terrain was generated using a combination of LIDAR for surfaces close to the road and DEM for the vast expanses out to the edge of the map. I used google street view to create very accurate details all along the track. Technically speaking, this is a huge 8192 pixel map, and is an officially unsupported size due to it requiring a system with 8GB of RAM and it's loading process taking several minutes. I had to really push the terrain system's limits to make such a big and tall map, so the road surface isn't smooth enough to be comfortable for sports cars and race cars (yet) and they will occasionally stutter over the bumps. This version supersedes the old pikes peak, so remove that one from your mods folder or it will be overwritten or cause visual bugs. Here's the Pikes Peak forum tread for this track. Please use this resource or PM me about issues and bugs rather than the review page, or they get buried and forgotten quickly. Pro-tip: I use Resource Monitor while loading the map to keep tabs on its progress. When the BeamNG process reaches approximately 7.5Gb and drops down to 5.5Gb, its loaded. This should only take 2-6 minutes. If it doesn't spawn shortly after the memory drop, (after the first time it loads) the game froze due to the spawn bug. Other known bugs: Roads are slightly bumpy. Some jagged edges in hairpins. The guard rail heights are uneven in places. This is purely cosmetic and their hit boxes will always work perfect. Thanks to: Ian @ The Colorado GIS Coordination and Development Program: For acquiring LIDAR elevation data for the whole mountain. Google Street View Car: Drove all the way to the summit and even back behind the train station. BeamNG: For all vanilla assets I used, which is about 90%. fufsgfen: For encouraging me to keep at it, and finally release the level. Next up: Making this version compatible with the old one, so they can load independently. Detailing the areas above Glen Cove Developing a work around for the road bumpiness. The decal roads will be deleted in favor of a road mesh. My Initial prototype works great with no hopping or flatting when transitioning off/on the road. In addition to being smooth, it will also be far more accurate and allow me to model in many details close to the track easily. Modeling proper buildings and working on more of the offshoot dirt roads and trail system The first time loading can take close to half an hour, so let it do its thing if it seems stuck. Please go here and get the new LIDAR version https://www.beamng.com/resources/pikes-peak-lidar-edition.4986/ The zip file below is the old version from Dirt Rally (inaccurate mesh based terrain).