In light of the announcement that Halo racing will be getting some playlist time I, one of the longest standing members of the racing community, thought I would take some time to tell you all what different types of racetracks there are and where to find them.
I am one of the hosts of one of the biggest Halo racing leagues, which has had over 100 tournaments on over 250 tracks over the last year.
This is not a truly altruistic venture. I hope that 343 and the cartographers will see this and consider all types of racetracks for the playlist, instead of just the ones seen on the more popular sites and youtube channels. Hence, I will also be giving my opinion on the competitiveness of each type.
Description: Terrain tracks are built using the ground of the larger Halo 4 maps, most usually Ragnarok, Vortex, Longbow, Exile and Complex. They may contain some man-made skytrack elements to act as bridges. Also they may contain shortcuts. They should be completely bordered and fairly wide throughout. The best ones aren’t difficult to complete a lap, but are difficult to set a good lap time. Knowing the tracks and working out the best line will usually greatly improve lap times. In virtue of being built on rough terrain, they can be bumpy and some of the poorly forged ones can be inconsistent. (Video)
Competitiveness: I would argue that along with MotoCross tracks Terrain are the most competitive tracks. As in most things it does depends on the track, and the fact that Terrain tracks are seen as easy to forge does lead to some simple and uncompetitive or overly difficult and inconsistent maps.
Forgers: WhiskeyWarm, NukedlceCream, Bean05, Boyd Da Milkman, CoookkieMonster, gogetarulez, Possante, Orionhardy84, DoM Motionless, Miss StarStrukk, Wolf 8499.
Where to find them: HaloTracks.org.
Description: MotoCross are tracks based on the real life sport of MotoCross, they are mainly consist of jumps in sections. There are two (main) categories: SX and MX. SX are normally entirely man-made, and contain 90 and 180 degree turns with berms (banked turns) and have straight jump sections. MX (sometimes called Nationals) are a mix of terrain and SX and tend to be more free flowing. These tracks can be difficult for new racers and speed is gained by being consistent. Poorly forge tracks can be inconsistent, even well forged ones can become inconsistent in a full lobby. (Video)
Competitiveness: Widely considered as very competitive, but again depends on the tracks. Most of the established forgers continue to make very good tracks. Also, tracks can be very frustrating for people not used to MotoCross.
Forgers: XreignZ, purpledinosaur0, Goldliner 49ner, King Edward I, PancakeMuffin, i ImpROBable, Romansoldier35, v Ionized, l Ic3mann l, blh728, llehctim4, Casselfied.
Mixed Terrain and Similar
Description: In the ORL (Outlaw Racing League), MT are totally man-made with jumps and other obstacles. I extend this definition to include tracks outside the ORL that contain similar elements, but of a different style, and the MarioKart remakes. (Video)
Competitiveness: This is very dependent on the track, but they tend to be competitive on the whole. Some tracks can be inconsistent and frustrating.
Forgers: Turbtastic, Vorck, Bean05 Possante, WastedDuckling9, BxA Real Deal D.
Description: Completely man-made and without jumps, they tend to be flat, but with some banks and hills. They should also be completely bordered, but may have a raised “road”. They are made to have competitive corners and have a distinctive style. They are made to emulate traditional racetracks. You may also see them called Raceway. (Video)
Competitive: Another competitive category, but tends to only be so in a race with honour rules (no deliberate crashing, no cutting). The field can spread out, but if racers are of similar skill level races are good.
Forgers: Tripmine413, romansoldier35, Darkstar o72, Darklynx876, Unrealiztic, Armada223, Harkler.