I made this for the Go-Karts contest. I know it's going to lose as it requires arguing with the the clunky queue and path interface way more than any sane gamedev would want for a "plug-and-play" stock game blueprint. My main reason for submitting it is hoping it gets Frontier to improve on said interface, or maybe even allow building parts to serve as queue and paths without needing those as separate things that don't play nice with buildings.
All that said, however, I think it's still a reasonably good ride into which I put a lot of effort at the expense of other things, so I figured I'd trot it out here as nobody will see it otherwise. And so I present Jackrabbit Speedway!
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=906480558
The main feature is a grandstand made of ugly rough concrete, as is appropriate, but there is some lipstick on this pig as will be seen later.

The track is fairly simple: a narrow double hairpin into a climbing wide turn, then a tight helix into a chicane, followed by what passes for an overbanked turn in Go-Karts, then the home stretch through the station. But it's 20 cars doing 5 laps so the field is tight except for the front-runners, until they start having to lap the losers about halfway through, which allows for multiple lead-changes in the 2nd half of the race. EFNs are 8+, 4+, 1+ and prestige is over 1300. Lighting is provided by the towers. There are no triggers as they're not amenable to multiple laps with muliple cars.

The grandstand has padded seats made of sci-fi fiberglass wall decorations. The queue runs along the top level under the pressbox so those waiting can watch the races.

A night view from the grandstand showing the obligatory sponsor ads.

The "behind the scenes" maintenance area with fake gas pumps and a garage with lifts. There are no art shapes small enough to make fake Go-Karts or I'd have put some here.

The pressbox, showing the grandstand seats and the use of illuminated signs + glass wall sections to give the illusion of lights being on in the pressbox.

All that said, however, I think it's still a reasonably good ride into which I put a lot of effort at the expense of other things, so I figured I'd trot it out here as nobody will see it otherwise. And so I present Jackrabbit Speedway!
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=906480558
The main feature is a grandstand made of ugly rough concrete, as is appropriate, but there is some lipstick on this pig as will be seen later.

The track is fairly simple: a narrow double hairpin into a climbing wide turn, then a tight helix into a chicane, followed by what passes for an overbanked turn in Go-Karts, then the home stretch through the station. But it's 20 cars doing 5 laps so the field is tight except for the front-runners, until they start having to lap the losers about halfway through, which allows for multiple lead-changes in the 2nd half of the race. EFNs are 8+, 4+, 1+ and prestige is over 1300. Lighting is provided by the towers. There are no triggers as they're not amenable to multiple laps with muliple cars.

The grandstand has padded seats made of sci-fi fiberglass wall decorations. The queue runs along the top level under the pressbox so those waiting can watch the races.

A night view from the grandstand showing the obligatory sponsor ads.

The "behind the scenes" maintenance area with fake gas pumps and a garage with lifts. There are no art shapes small enough to make fake Go-Karts or I'd have put some here.

The pressbox, showing the grandstand seats and the use of illuminated signs + glass wall sections to give the illusion of lights being on in the pressbox.

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