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by  Mikey_TM_  |  31
AT   00:50.785 |  Stadium / CarSport   |   Advanced 
ID  27509 
 18 April 2021 02:10:53
 Visible (approved) |  Released 
 Offline records
# Record User Score Date
1st   00:49.515  Minimariner 31 (100%) 01-05-21
2nd   00:49.737   deadfish 24.8 (80%) 01-05-21
3rd   00:49.868  entrylag 20.15 (65%) 27-04-21
4th   00:50.320  SolideZeehond 17.05 (55%) 11-05-21
5th   00:50.465  l_urk 14.26 (46%) 02-05-21
6th   00:50.678  say892 12.4 (40%) 02-05-21
7th   00:50.752   Dam_El_Pouleto 10.85 (35%) 04-05-21
8th   01:05.225  j00kluch 9.3 (30%) 03-05-21
 Author Comments
Cajarana by Mikey


This is a fullspeed dirt map.

Well technically it's mixed, and as far as fullspeed goes most of it isn't that fast. But anyway, it's mostly dirt and you can speed-drift a lot of it quite easily. I think this track flows very well, although flow is kind of subjective in my opinion so who knows; let me know what you think.

There are three sections which are somewhat hard:

Link to Imgur Album of Hard Sections

Hard Section 1: The Transition Section

The transition section begins right after the start dropdown, the transitions themselves are not very difficult, but driving both fast can be. If you want to be fast in this section it's important that you gear up between the two transitions, this will give you much more speed after the second transition. It isn't particularly difficult to get a good gear up, so I think this is kind of in the grey area of gear problems. Your line out of the first transition will greatly affect how difficult the next transition is.

Hard Section 2: The Not actually hard section

This corner and transition/dropdown may be unintuitive, but you'll probably get the hang of it after a few tries. This is because the exit angle is weird. You should aim to have your car going downhill as you drop down. This will minimize airtime and can give you a very smooth landing.

Hard Section 3: The big bastard

This is a big and somewhat difficult wallride, the exit angle points much further downward than most players expect. You can get this downward line using the curvature of the upside-down bowl-like geometry . This can be done while maintaining a lot of speed. I don't fully understand the mechanics of how this works, so I don't know, watch the GPS I guess.

Other than those sections, everything else is pretty intuitive.


I initially tried to keep things simple scenery wise, but as I was building it I started brining back visual motifs from my last four tracks (Mostly Sketches of 5231 and Terra). Overall I think this track has a cohesive aesthetic, it isn't too fancy, but it has some characteristic to it.

Overall I wanted to make this just look like a track, and I think that I achieved that well enough.

Other stuff:

I got the word Cajarana from a bag of coffee beans.

There is a zone called the cool zone. The zone is actually lame but the way you get in is hella rad dude

The author time is quite good I think, but I'm sure that it will get destroyed by good players.

That's all I think.
 Embedded objects9 Objects
Object IX? Object author
PlatformDirtBiSlopeToSlope2Straight.Item.Gbx oH8Bza-wQjCcE4aMHt4oow
PlatformTechBiSlope2Straight.Item.Gbx oH8Bza-wQjCcE4aMHt4oow
DirtSlopeLoopStart.Item.Gbx ZrD4hbOhTjeJoPIA_LkZ-Q
DH-BridgeRUp.Gbx.Item.Gbx p_K1d6_3QbKz1qLZtcQxmQ
DH-EntryR.Gbx.Item.Gbx p_K1d6_3QbKz1qLZtcQxmQ
DirtFlatToBanked4L.Item.Gbx pTuyJG9STcCN_11BiU3t0Q
DirtBankedToFlat4R.Item.Gbx pTuyJG9STcCN_11BiU3t0Q
WoodBankedToFlat4R.Item.Gbx pTuyJG9STcCN_11BiU3t0Q
y_water.Item.Gbx 1hQaX_h5TiG8r96WElL8rQ
 Included in mappacks