Four steps. Everything after this is detail.
Everything lives in the panel on the left edge, and the cursor is the tool — there is no separate apply step.
Six sculpt tools: RAISE, LOWER, SMOOTH, FLATTEN, PLATEAU and DIG. Drag to apply; [ and ] size the brush.
This tab also holds THEME — Country, Desert, Tropical, Winter, Mars, Stadium — plus TIME OF DAY and CANVAS SIZE (Short Track, Normal, Large). Decide the canvas early; it sets how much world you have.
In ROUTE mode, click to drop points and drag to move them. The road is a closed loop, so keep going until it joins up. Every point carries its own WIDTH and SURFACE, so you can pinch a corner tight or open a straight right out.
In GATES mode you drag the checkers along the road to set the timing lines. The last one is always start/finish. G flips between the two modes.
PREPARE TRACK is the button that does the real work — it grades the terrain to meet your road, banks the corners and cuts the berms. Press it after any big change to the route.
Place props from the palette. Some are decoration; the jump ramps are emphatically not — a ramp's length and height change how the track drives, and they count as part of the track itself. Delete removes the selected one.
TEST opens the garage rather than dropping you straight in. Drag a car to spin it, or hit VIEW for the numbers behind it.
2WD stadium truck. All that power through two wheels. Throttle discipline, or you'll spin it.
4WD. Heavy, planted, unbothered. Forgiving where the Jackal is not.
Rear-engine and light. Momentum is the whole game — carry your speed or have none.
Each class has three engine builds: STOCK, BUILT and MAXED. More power costs weight — the OG's own rule, and the reason MAXED isn't the free win it looks like. Pick a skin and a number while you're in there; those ride with you across every class.
It autosaves — continuously, and on every context switch. Close the tab mid-sculpt and your work is still there when you come back.
Ctrl+S shelves the track properly under
MY TRACKS; Ctrl+Shift+S saves
a copy instead of overwriting. The same buttons live under TRACKS,
along with EXPORT .DDT to get a real file out. Drop a
.ddt anywhere on the page to load it — or an original 1997
.tpk to convert a classic.
| In the shop | |
|---|---|
| T | Test drive — opens the garage |
| Ctrl+S | Save · Ctrl+Shift+S save as |
| Ctrl+Z | Undo · Ctrl+Y redo |
| [ ] | Brush smaller / bigger |
| G | Toggle route ↔ gates, on the Track tab |
| Delete | Remove the selected point or prop |
| 4 | Open the track library |
| Camera | |
| Right-drag | Orbit — left mouse is always the tool hand |
| Middle-drag | Pan · scroll to zoom |
| Driving | |
| WASD | Throttle, steer, brake · Space handbrake |
| R | Recover — flips you back onto the track |
| C | Camera: chase ↔ in-car |
| M | Mute |
| Esc | Back to the shop |
A gamepad works too, if one's plugged in.
It's a track editor with a test drive bolted to it — not a finished racing game. There's no championship yet, no AI field to race, and the leaderboards aren't switched on. What there is: dirt you can move, a road you can lay, and a truck that behaves like it has mass.
If something breaks, tell us. It probably isn't you.