r/RaceTrackDesigns • • 7d ago

Track of the Month Flame Motor City is your September 2026 Track of the Month!

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79 Upvotes

r/RaceTrackDesigns • • 15d ago

RTD Challenge RTD Challenge #69 || I Am Placing Blocks And Shit Cause I'm In Fucking Minecraft

14 Upvotes

RTD Challenge #68 || Lost Isles Results

Best in Show: Bali Raceway by u/maxx-usa

"His design feels like the most complete and thought out design posted." - u/Cyclone1001

Congrats to our winner, let's move on to the next challenge!

I Am Placing Blocks And Shit Cause I'm In Fucking Minecraft

Welcome to RTD Challenge #69! We figured this one would be a little bit silly as per the number, so here we present the first-ever program-specific RTD Challenge. Challenge #69 tasks you with building a boat racing track IN MINECRAFT. It should NOT be an F1 track that you made in minecraft, no matter how impressive that may be. This is supposed to be specifically tracks made for the elustrious motorsport of Minecraft boat racing.

Java or Bedrock permitted, mods are only allowed to be COSMETIC. No aeronautics racing, however cool that may be in itself, that's for a different time.

Since it's October, I WILL be factoring in spookiness to your track's judgment. It can be completely plain, and I'll still prioritize quality over having a theme, but some Halloween-y elements are very much appreciated.

CONDENSED RULES

  1. Make an ice boat racetrack in Minecraft
  2. Can be made in any version of the game on Bedrock or Java
  3. Cosmetic enhancement mods ONLY (Shaders, Texture Packs, etc.)
  4. 3a. This means no blocks are to be included that AREN'T part of vanilla Minecraft
  5. Can be made in survival or creative
  6. Survival-inaccessible blocks are allowed, I wanna see what you can do with command blocks if you actually know how to use them to effect.
  7. No changing the properties of existing blocks or the boats themselves

Have fun, and get Minecrafting!

Your deadline for this challenge is October 31st, 2026 at 11:59:59 pm CDT (Countdown)

Want to submit a prompt for an RTD challenge? Do it here!

Join the official discord server for r/RaceTrackDesigns! We love seeing new people getting more involved in the community!


r/RaceTrackDesigns • • 17h ago

WIP TOMBORG Ver 0.8 Update

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82 Upvotes

Just finished the update for Tomborg track, had to make big changes to layout removing Layout-C replacing it with Layout-C2.

  • Trees (Replaced Tree texture and placement).
  • Fixed excess Vertices count lowering file size
  • Layout C2
  • added groves
  • many more....

lINK TO UPDATE INFO - https://www.overtake.gg/downloads/tomborg.78508/updates

IF ANYONE HAD PREVIOUSLY DOWNLOADED THE TRACK DELETE AND RE-INSTALL.


r/RaceTrackDesigns • • 2h ago

Oval I'm building a ovle in FH6 2nd image is old layout, didnt like that weird chikane on t9. The track that gos up will go around the whole plot of land

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0 Upvotes

r/RaceTrackDesigns • • 1d ago

Street Circuit/Semi-Permanent Street circuit ibiza 4,27km

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55 Upvotes

Diceño rápido que hice.

Circuito Urbano en ibiza

¿Cómo lo mejorarías?


r/RaceTrackDesigns • • 1d ago

RTD Challenge Borealis Slipway [RTD Challenge #69]

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42 Upvotes

Borealis Slipway

This is my best Minecraft Ice Boat ring so far and I've juiced it up with a little bit of Halloween decor for the RTD Challenge.

The track has 16 corners with the most notable being Sector 1's Turn 4-5 "P" corner which is a great corner for some sustained technical drifting around.

The Sector two Esses Complex is so far the only esses I've managed to get to work in Minecraft (Most esses I've tried tend to kind of just turn into straights or just be very unfun). They are tight and can very easily catch a player out.

Sector three has both a Silverstone style club corner profile, albeit redone into a much more sweeping drifty corner and a tight final triple chicane which is the tightest and most difficult corner on the lap. Its very easily to beach yourself there so I'd hope to see at least one last lap "Is that Glock going slowly?" moment there.

Hotlap time averages out to around 49-51 seconds: Hotlap Video Here
Map Download


r/RaceTrackDesigns • • 1d ago

RTD Challenge The Scenic Route [RTD Challenge #69]

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20 Upvotes

r/RaceTrackDesigns • • 2d ago

International Thanks to Lapwerks, my dream track is finally real.

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120 Upvotes

The scenery needs work and the driving is a little whack but the track itself is exactly as I want it
legit fire https://lapwerks.com


r/RaceTrackDesigns • • 4d ago

Redesign Circuito del Jarama Reconstruction - Madrid, Spain

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82 Upvotes

r/RaceTrackDesigns • • 4d ago

Discussion What makes Red Bull Ring a very good track?

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233 Upvotes

Planning to see what makes it good, so that I can apply it to longer track I'm making.


r/RaceTrackDesigns • • 4d ago

IRL News Rwanda F1 Grand Prix circuit layout revealed

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226 Upvotes

r/RaceTrackDesigns • • 4d ago

International Fréjus Park Circuit

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60 Upvotes

r/RaceTrackDesigns • • 4d ago

International Bugesera International Circuit

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24 Upvotes

With the recent reveal of Rwanda as a new venue I've decided to create this track which I designed some time ago. It js 6,4 km CW near the Bugesera Airport

Hope you like :)


r/RaceTrackDesigns • • 3d ago

Redesign Latest track design. There is a tiny overlap at the right coming from the raised section. I am hoping once it is raised they will line up. Is there any play in these tracks to make it line up when it is off by so little?

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0 Upvotes

r/RaceTrackDesigns • • 4d ago

National Circuit d'Avignon-Jean Alesi

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12 Upvotes

Built on Île de la Motte, right in front of the city of Avignon, the circuit was commissioned in 2017 by former Formula 1 Grand Prix winner Jean Alesi with Grade 2 standars. It currently hosts GT, French F4 and track days.


r/RaceTrackDesigns • • 5d ago

Redesign Drive line, for the big race, could yall help

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24 Upvotes

Draw the fastest most effecient racing line yall


r/RaceTrackDesigns • • 6d ago

Redesign Hanoi ePrix-CW 3.45 Km

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115 Upvotes

Left this unfinished for a while, then decided to finish it.

>Completely new stadium complex

>Hairpin after backstraight no.1 turned into a double apex affair

>New turns in the permanent section

>Final hairpin cut off completely

>Pit exit before T1

Aaaand thats about it


r/RaceTrackDesigns • • 6d ago

Other This dude and his friends made a website where you can make and drive your own tracks on assetto corsa (e.g.) for free unlimited

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48 Upvotes

r/RaceTrackDesigns • • 7d ago

International If Kai Tak airport was repurposed as Hong Kong's grand prix

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177 Upvotes

r/RaceTrackDesigns • • 9d ago

Street Circuit/Semi-Permanent Circuito Olimpico Metropolitano HON (Honduras Intenational Circuit)

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25 Upvotes

Hello all again! This is an upgraded version of a previous circuit I submitted, trying to follow most of the suggestions by the kind folk who suggested. First of all, some metrics as I mapped the track on Google Earth:

- Distance: 4.4 km

- Turns total: 18

- Main straight distance: 1.01 km

- Overtaking opportunities: Turn 7, turn 18 (?)

- Height change delta: 52m

- Banking: Not in consideration

So, in depth explanation:

This is a challenge I proposed myself of building a suitable racing circuit in a section of my city with already an olympic complex, howrver i am only allowed to use land that belongs to the city, meaning i have a very big hole thanks to an abandoned waterpark (which doesnt belong to the city). I borrowed some public streets to function as the main straight along with the olympic complex, which is why this is a semi permanent track.

Sector 1: High speed sector from Turn 1 through turn 7, more of a crowd pleaser for fast quali sector most focused on keeping high speed until the China inspired 6-7 turns, where in race day could allow for different racing lines.

Sector 2: Similar to sector 1 with a slower paced corners to bunch up cars for the final sector. First big change was turning turn 8 from a slow, standard 90° to a faster medium speed sweeper to keep the firgt going from the 6-7 combination.

Sector 3: Slower, technical section of the circuit, where you have to keep the pace through the slow pace to stay upfont in the last overtake opportunity in the final turn. Big change was from a complex aroybd the flagpole to just surround the stadium, with a 90° to reset the pace for the final sector.

While i am peronally happy with the result, this is an entirely fictional scenario. As you may have seen, this is a very un-friendly venue, Honduras isn't exactly appealing, which is what I wanted to avoid mentioning in the first post, but alas i have to thanks to subreddint guidelines.

All rounds up to a windy, short track where keeping the speed up for the overtaking turns is the essential. Critiques appreciated!


r/RaceTrackDesigns • • 10d ago

International The Orlando Autodrome

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139 Upvotes

I designed this as a dedicated alternative to the Miami Int'l Autodrome around Hard Rock Stadium. Open to any suggestions/criticism of the circuit.


r/RaceTrackDesigns • • 11d ago

International Circuit Michele Mouton

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268 Upvotes

r/RaceTrackDesigns • • 11d ago

Redesign Madring Redesign Proposal

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265 Upvotes

This is my first circuit redesign and my first post ever.

I'm not particularly skilled with Photoshop, this was just experimenting with some thoughts about the MadRing, and possible options to improve thrown together on Photopedia. There was not to much to do during the race, I guess.

The basic concept was keep everything which is good or must stay because of surrounding features (Turn 3 – 8), keep what is necessary for brand recognition (la Monumental) and try to improve or get rid of everything that is not so great (the Sotshi section).

I do have experience in 3D Modeling from my professional background (but not in Mapmaking). If there's enough interest in this redesign, I maybe consider to create a simple 3D version for Assetto Corsa or/and BeamNG (very basic – I’m limited in time, also the import to Assetto Corsa or BeamNG is not something I do on a regular basis and allways struggle, a collab would be welcomed).

 

Description of the Changes:

 

Start Straight

The position of the start straight has been changed. Instead of running east-west in front of the exhibition centre, it now follows a north-south orientation alongside the venue.

This allows the fan zone (highlighted in yellow) to connect directly with the exhibition Centre, enabling the halls to become part of the event experience (f.ex the MCE, Madrid Car experience could be held around this time creating enormous profiting symmetry potentials) . Also the two fan zones north and south can now connect through the existing tunnel.

The straight is slightly shorter than the current one, measuring roughly 560 metres. However, the start line has been moved further back, providing approximately 250 metres of runup before Turn 1. The straight is also located on the existing car park rather than on the road (along the expo halls), allowing temporary grandstands and support buildings to be constructed on both sides.

 

Turns 1-4

Turn 1 is now a 45-degree left-hand kink. Why? It gives the defending driver a choice. The leading car will naturally want to stay to the right side of the straight before clipping the apex on the left. However, Turn 2 is a right-hand hairpin, which encourages drivers to position themselves on the left side of the track before curve 2. This should create an overtaking opportunity for the following car on the inside. The defending driver must decide whether to sacrifice Turn 2 and secure the inside line for the left-hand Turn 3, or defend heavily into Turn 2 and risk losing momentum through the following corner. The hope is that the flat-out right-hand Turn 4 will allow side-by-side racing to continue beyond the hairpin sequence. Also this whole shebang at the end of the start straight compensates for the short streight

 

Turns 5-10

Turns 5 to 10 are largely identical to the current Turns 4 to 9. The only major change is that the chicane before the underpass has been widened in accordance with suggestions made by Mr V (as far as I understood, that is a change they will apply from the next race on anyway). The exit of Turn 10 has also been dramatically widened to a minimum of around 20-25 metres, allowing drivers to fully exploit what is effectively a sad version of Laguna Seca's Corkscrew (if so mirrored). The drop should be radicaly increased, and the runoff area should also be widened, ensuring that its more spectacular and the drivers are not excessively punished for pushing the limits in this section.

 

Turns 11-15 and La Monumental

This is where the major changes begin. Instead of following the existing Turn 10-11 sequence, the new layout aims to reach the La Monumental section as directly as possible avoiding the weird existing 10-11 chicane. Why I moved the Turns 10 and 11 is because I assumed that permanent changes, could probably only made close to La Monumental given that the area is otherwhise used also for festivals (and la Monumental is built, so it kind of needs to be kept and is there). Turns 11 and 12 serve as the approach to La Monumental. Turn 11 is climbing back up to the hight of Calle de Francisco Umbral. Turn 12 is coming down after going over the overpass. Both are wide, heavy braking zones. Alternative: Curve 12 being already part of la Monumental (reducing the Curve numbers by one – tell me witch one you prefer, the longer I look at it the more I prefer the alternative). The reasoning is simple: for safety reasons. You may ask why Turns 14 and 15 exist instead of simply joining the straight directly. The answer is that these corners force drivers to use the full width and elevation of La Monumental. To maximise speed through Turn 14, drivers must position themselves towards the upper edge of the structure. This again could create opportunities for late-braking overtakes and potential side-by-side battles within La Monumental itself (the thing that was promised).

Both Turns 14 and 15 are heavy braking zones that compress the field before the long 1.3 km back straight.

Back Straight and new Obelisco Bridge

The back straight connects directly to the roads surrounding the exhibition centre car park, allowing the infrastructure to maintain practical use when racing events are not taking place (for ex. for access for festivals). The new bridge, Obelisco, is intended as a statement piece of Spanish architecture and serves as a visual counterpoint to La Monumental.

Turns 16 and 17 form a heavily widened left-right chicane that returns the cars to the final sprint towards the finish line. The objective is to create another overtaking opportunity and keep the racing intense right up to the chequered flag.

New track length: roughly 3.46 km 

Bonus:

With these changes, the entire "Little Sochi" section has been eliminated.

 

Hope you like it.


r/RaceTrackDesigns • • 11d ago

National Jardinesia Circuit

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40 Upvotes

National-level racing circuit set in Brazil.

Designed on Google Earth, total length is 4309 metres. Start straight is 800 metres.

I mainly wished to experiment unconventional shapes in national-sized circuits (the latter half of the track being dominated by sweeping bends), yet mantaining a good safety level with extensive runoff zones.


r/RaceTrackDesigns • • 13d ago

Redesign Zolder Circuit, Redesign

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62 Upvotes

So, Zolder is the kind of touring circuit that I like but also hate at the same time. The reason? Repetitive and overall bland layout, altogether with the straight that are not long enough. I do not think that the circuit Will somewhat be improved, but I would say it adds up a little bit of corner variety. The drawback? We are little bit losing of Zolder's simple layout identity obv.

By the way, when I take a look over Zolder's corner Numbering, it is obviously an offender. One of the worst offender.

Changes:

1. Turn 2-3: (Changing the medium right into hard braking + sweeping fast Chicane exit). I want to make kind of a really short straight follow up to the first corner which I kind of like wanting clear car seggregation section after the first overtake spot at Turn 1.

2. Turn 4: (I moved the Apex inside so that the overall racing line was lengthen). Then of which then opens up higher speed in supporting the longer gas pedal output after the changes in T2-3, and higher speed towards the next Chicane.

3. Turn 7 (idk somehow it was 7): (Substituting the Chicane and right hander towards the straight into multiple technical hairpins). Importance? No, I just want to make it a little more technical in braking zone by adding the first one and for the rest hairpins, I want to quite putting an extra demand upon mechanical grip rather than downforce built.

4. Turn 8-9 (Substituting the hardbraking into a wide fast right hander, altogether ignoring the small Chicane by making a new straight). Just to increase the speed for the hardbraking, so it is become quite more reasonable to have a chicane at the end of your lap.

Done! This is really the last one of mine.