No track matches that.
{n} tracks: {arcade} shipped in the 4.10 arcade cabinets, {r411} added
in 4.11, {later} built by the community afterwards. Each plan follows
NavDisplay::DrawStatic: for every placement in the map's instance
stream, look up that model's GaugeImage — a small set of outlines
in world units, the same ones the pod's map screen draws — and lay it down
rotated and positioned. A placement whose model has no gauge image is skipped here
exactly as the map screen skips it, which is why a card can say fewer placements
carry map art than the track contains.
Two things are drawn plainer than the pod draws them, so the plan reads
as an outline. Nearly every track is one model repeated — cn3, a
wall bar whose gauge image is two closed 25×5 rectangles. Five metres of wall
thickness is finer than the plan can resolve, so each bar is collapsed to the
centreline between its short edges: one stroke for one wall, instead of two parallel
lines and two end caps several hundred times over. Walls stacked to build height land
on each other seen from above, and are drawn once. Placements standing alone more than
200 units from any other are dropped — fourteen tracks park a single bar at
(1200, 0, 0) far off the course, and one stray placement stretches the frame
to twelve times the width of the track. A real branch keeps its neighbours and stays:
Paingod's second canyon is sixty bars out at x = -400.
So the walls are the canyon walls and the chambers are real chambers, but there is still no driving surface: the map draws what lines the route, never the tarmac. Extent and relief are the span of the drawn outlines in world units, so a long thin plan is a point-to-point run and a squat one a circuit or an arena. Tracks marked NOT IN THE MENU exist in the resource file but the setup screen does not offer them.