This is the 4th skytrack of the SKYTRACKS Series. This amazing roller coaster features halo physics to the extreme which include a vertical drop and a vertical climb, wickked banked turns, and the most exquisite, an intersection where a collision will disintegrate your opponent. Like the other sky tracks, it's major scenery is the track itself up in the beautiful light sky. However just because it's been a while I decided to add the SKYTRACKS logo and my call-sign as well, the letter T with the red flashing light represents TRED aka TheRedEyedDevil. This awesome racetrack is Race compatible up to 16 players. Play with Race v1.1. How this track came about? I've been brainstorming, procrastinating, and banging my head against the wall with a new layout for the 4th skytrack. I restarted a completely new track several times because I didn't like where things were headed. I finally settled for a straight down drop for the thrill of a lifetime instead of the 6 second jump I had working before hand (it was unfortunate that the jump was so massive that i didn't see a way to complete the track without the use of teleporters). So I worked for hours trying to even see if the vertical drop would work, as a matter of fact I was using the 5 degree rotation snap for the drop until I saw the the drop was bowed and going past 90 degrees, so I free handed it as best I could to look like a solid 90 degrees (give or take). The landing was even more difficult because of the intersection mostly, but the transition from dominion shields to concrete is kind of a tough transition when great amounts of speed are present. All in all, I went the the drop and went from there. What was the hardest part? This is an interesting question because at least five parts of the track I have never ever implemented in a race before so they all took a lot of time to configure. But if I had to say, the last banked turn was by far the hardest. I'd say the banked turn works 85 to 92 percent of the time. It's the most intense turn I have ever made and I only hope that in the future I can perfect it completely. For the banked turn to work the mechanics were crazy. The bank required 4 cannon man, 8 dominion shields, and 3 wall doubles. I believe the floor was at a 55 degree or above which made it harder because you can't drive on that steep of an angle. (Hence all the objects used as guides to turn the vehicle around the right way. That was the hardest part in making it successful! I was happy that a majority of the time you do a 180 or a 360 around the bank which I thought was really cool! Difficulty (Hard) Download: File Browser Halo Official Site Video: Images: Straight Down Drop Collision Section Turn 1: Drift Turn 2: Partial Drift Turn 3: Drift Vertical Climb Turn 4 (in the shape of a pretzel) Partial Drift Turn 5: Bank (A beautiful Banked turn with my call-sign in the middle) Gravity long Jump: This is truly the first time I have used a gravity jump of this length. (I was very happy with the landing) Turn 6: Bank (Automated Bank due to no traction) Map Overview Photos: