Kitsuneamy's Showroom of Tracks, Paints, and Decals

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KitsuneAmy

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Sep 28, 2020
851
93
The maps I have saved should be an indicator of upcoming tracks. If you've seen any of these posted here before, just consider it a reminder, then. I am thinking about doing a paint next so I'm not doing track after track again.

Phantomile.pngApricot_Hill_Raceway.pngN2K_Seattle.png

I hope you guys have enjoyed my two new tracks so far. It makes me happy when I see your positive reviews.
 

KitsuneAmy

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Sep 28, 2020
851
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I fired up Gran Turismo 2 this morning because I wanted to drive on Tahiti Road again and ended up doing 23 laps... the more I drove around it, the less it seemed like a track I wanted to make, and the more I thought about how much better Rome-Night would be instead, but that's a city circuit. I don't have many 3dos of buildings, and I don't have any flat mips of generic buildings either, which would likely be the solution to making a city-based track for me. I think I may build up Rome-Night without any decoration first and see if I like driving on it, then go from there. However, the only way to drive on the circuit is either randomly through the Event Generator, or for the Super license test time trial, because the track is inaccessible in Arcade Mode without the Super License.

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KyleJCrb

Member
Cold Pass Member
May 13, 2020
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I fired up Gran Turismo 2 this morning because I wanted to drive on Tahiti Road again and ended up doing 23 laps... the more I drove around it, the less it seemed like a track I wanted to make, and the more I thought about how much better Rome-Night would be instead, but that's a city circuit. I don't have many 3dos of buildings, and I don't have any flat mips of generic buildings either, which would likely be the solution to making a city-based track for me. I think I may build up Rome-Night without any decoration first and see if I like driving on it, then go from there. However, the only way to drive on the circuit is either randomly through the Event Generator, or for the Super license test time trial, because the track is inaccessible in Arcade Mode.

View attachment 105373View attachment 105374
Four Corners has a whole ton of city buildings, mostly ripped from GTR2 tracks. AFDelta1 also has a few, as well as BRA Metro (though the track itself causes the game to crash for some reason,) Dubai, and Paris. New York City is also floating around out there, but the links are currently down.

La Colina and Butibamba also have great-looking scenery that might be worth looking into.
 

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
851
93
Four Corners has a whole ton of city buildings, mostly ripped from GTR2 tracks. AFDelta1 also has a few, as well as BRA Metro (though the track itself causes the game to crash for some reason,) Dubai, and Paris. New York City is also floating around out there, but the links are currently down.

La Colina and Butibamba also have great-looking scenery that might be worth looking into.
Thank you for this information, I will look into this! If I can make actual city streets, then that makes the possibilities expand greatly for what kinds of tracks I can and want to make.
Such as Seattle from Gran Turismo 2 (But would base its appearance on GT3 ), or New York from Gran Turismo 4 and Forza Motorsport 1.

1624997476745.png
 
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KitsuneAmy

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Hot Pass Member
Sep 28, 2020
851
93
I have laid out the track for Rome-Night, but I will have to complete the Super license on my GT2 save before I can begin driving around it for reference.

1625104113948.png

I also plan to completely overhaul Pine Hills and release it as a 1.0 soon. The same may happen to Stadium, or what I do to it may be just another update, I'm not sure yet.
 

KitsuneAmy

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Sep 28, 2020
851
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I finished the Super license, took out the simulation mode disc, popped in the arcade mode disc, and raced 18 laps on Rome-Night to get a good feel for it. It's a super fun track, just the most daunting task I dread doing is getting the elevation accurate. I'm gonna do my best, and that's all I can offer you.

It was also pretty satisfying to go back and fix the mess known as Pine Hills Raceway. The me that made it all the way back in October 2020 had no idea how bad it really was, and the update in February was just a Band-Aid if anything. The track width is now a consistent 14 meters, with two 4 meter wide pit lanes, and a 5 meter wide pit stall.

As for the future after Rome-Night, I'm thinking of what other tracks I can update to 1.0 as well as upcoming tracks, like Phantomile, Southern, and Apricot Hill.

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Jonny683

ZRW Alum
Hot Pass Member
Jan 5, 2017
143
63
moonbay.jpg

This track has iffy camera's, so, if you want ideas on placement, you can go with this. You may have other ideas, but at the same time, if you want an opinion on camera angles, here is mine.
 
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KitsuneAmy

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Sep 28, 2020
851
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View attachment 105686

This track has iffy camera's, so, if you want ideas on placement, you can go with this. You may have other ideas, but at the same time, if you want an opinion on camera angles, here is mine.
I can do this, it'll be part of that track's next update. I'm still working on adding more decoration to it right now though, as well as juggling plans for updates, current tracks, and future tracks.

A random thought about Phantomile, you can clear the course in less than 1 minute, so I think I'm going to interpret the stated length of 1.882 miles as kilometers for the time being; the devs of Gran Turismo 2 made that mistake as well, changing the measurement from meters to feet without doing any conversion.

In addition, I am thinking about updating SCA Motorplex to 1.0 because I have a good idea on how I can fix the pits now, and I'll go back to DD2 again and see if I can add any more detail.

One more thing, I cut out the logo for Southern, but I'm wondering if there's a higher resolution version floating around the internet somewhere....
southernlogo.png
 
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KitsuneAmy

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Sep 28, 2020
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Holy cow, making this turn on Rome-Night sucked. The outer boundary x-sections really restricted how I was able to make the pit as well...

1625484468723.png

Also I did some work towards making SCA Motorplex 1.0. I'm gonna have to record an LP and use mkstalls.exe to properly place the pit stalls since the pit is so weird.

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Jonny683

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Jan 5, 2017
143
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Some thoughts on the updated Stadium:
-Massive improvement.
-Pace laps work. Pace car not leaving the track at Pit Entrance like it does at Dega not possible?
-Cars run smooth, even at 110%
-Yet to run a race requiring pits, but it all looks great

And now for some thoughts on Pine Hill
-Great track.
-Camera's need work, but thats me.
-I would use the Champion and other Billboards from this track on others to give those tracks variety
-Track looks awesome. You should lok into a Standing Start for the DD2 Tracks.
 

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
851
93
Some thoughts on the updated Stadium:
-Massive improvement.
-Pace laps work. Pace car not leaving the track at Pit Entrance like it does at Dega not possible?
-Cars run smooth, even at 110%
-Yet to run a race requiring pits, but it all looks great

And now for some thoughts on Pine Hill
-Great track.
-Camera's need work, but thats me.
-I would use the Champion and other Billboards from this track on others to give those tracks variety
-Track looks awesome. You should lok into a Standing Start for the DD2 Tracks.
I made several custom mips for Pine Hills, one of the few tracks where I have done so. All the billboards and the texture for the overhead sign between turns 3&4 I put in myself, but the Torocko one I had to make from scratch since it's a fictional sponsor.

Torocko.png

You have mentioned the standing starts before but I never bothered to look into it. I'm sure it's not that complicated though, but I could be wrong.

phantomilelogo.png
I found the logo for Phantomile someone made, so this'll be trklogo.stp.
 
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KitsuneAmy

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Sep 28, 2020
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I put a few more hours into Rome-Night, and progress is coming along nicely. I wanna get it all decorated before I do the technical stuff, and I'm taking my time with it to try and make it look as nice/accurate as possible with what I have to work with. There was this dark red surface I needed to replicate so I took one of my asphalt textures and did some hue and saturation to it, I think it did the job just fine.

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There's also this bridge with arches in a couple places on track I would hate to leave out, so I don't know what I'm gonna do about that.

1625641910984.png1625641948043.png
 
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Jonny683

ZRW Alum
Hot Pass Member
Jan 5, 2017
143
63
As with Stadium, I saw maybe one or two light poles that would illuminate the track. Would definitely work on Night lights. But that said, you seem to have a good idea about what you want and the look.
 

KitsuneAmy

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Sep 28, 2020
851
93
I have been distracted by the Fallout 76 update and Dokkan Battle's 6th anniversary as of late, but I want to say I am starting to regain muscle control on the left side of my face! Yay!
It's been 4 months since it started so any improvement is worth celebrating. I may have gotten used to it, but that doesn't mean I don't want it to be over.

I'm also going to use this post for a list of things to remember instead of making a new post.

Updates for existing tracks, either planned or in progress (1.0)
1. SCA Motorplex

Updates for existing tracks, either planned or in progress (version update)
1. Cyclone
2. High-Speed Ring
3. Blue Moon Bay
4. Salt Lake Speedway


New tracks under construction
1. Rome-Night
2. Sunset Peninsula Speedway (Forza Motorsport 1)

3, Willowdale 1 (Ford Racing)
4. Seattle Motorsports Complex (Nascar 2000)

Potential future tracks
1. Phantomile (Ridge Racer Type 4)
2. Seattle Circuit (Gran Turismo 3 )
3. Southern (Nascar 2001)
4. Speedway Boulevard (Nascar 2005: Chase For The Cup)
5. Apricot Hill Raceway (Gran Turismo 3 )
6. Leap of Faith (Destruction Derby Raw)

7. Jagged Edge - Short Course (Destruction Derby Raw)
 
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KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
851
93
Ever wondered what it would be like if the start/finish line of Daytona was on the back stretch instead of the tri-oval? Enter Sunset Peninsula Speedway, as it appears in Forza Motorsport 1.

1626560657737.pngSunset Peninsula Logo.png

The course is a three-turn superspeedway, measuring at 2.5 miles, or 4.02336 kilometers. I'm not sure why I didn't remember it existed until yesterday, but I want to make it! My Xbox isn't working so I'll have to get my references from existing videos, and I'll have to make guesses of the track width and banking.
 
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Jonny683

ZRW Alum
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Jan 5, 2017
143
63
Ever wondered what it would be like if the start/finish line of Daytona was on the back stretch instead of the tri-oval? Enter Sunset Peninsula Speedway, as it appears in Forza Motorsport 1.

View attachment 106367View attachment 106368

The course is a three-turn superspeedway, measuring at 2.44 miles, or 3.926 kilometers. I'm not sure why I didn't remember it existed until yesterday, but I want to make it! My Xbox isn't working so I'll have to get my references from existing videos, and I'll have to make guesses of the track width and banking.
Would think this is more in line with a high banked Michigan or California
 

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