Drawing what the map screen draws never was going to give a map. Nearly
every placement in every track is one piece, cn3, and its gauge image is
two 25x5 bars at x 19.5..44.5 and -44.5..-19.5 - not a wall along the
route but a wall across it with a 39 unit gate in the middle. The
collision solid agrees exactly. A few hundred of those is a row of ticks.
The gate is the point: cn3's origin sits in the opening, so every
placement marks somewhere the race passes through. Walking the gates
nearest to nearest, from the end furthest out, draws the track itself -
Brewer's Bane comes out as its L with the junction chambers, Zaxxis as a
circuit, and the small arena as the maze it always was.
Guarded, because chaining nearest neighbours across a regular grid
invents a maze-like path out of nothing but visit order. Each track is
tested first on how many neighbours a gate has within 1.6x the typical
spacing: a corridor gives 2, a floor of obstacles gives 4 or more. The
separation is not close - seventeen tracks score 1 or 2, the demolition
arena scores 8 on an exact 100 unit grid and keeps its wall blocks.
Most of the arcade tracks really are near-straight canyon runs, a few
hundred units wide and several thousand long. The plans say so now
rather than implying otherwise.