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V2 Racing Tracks And Open World

Launch track types cover circuit, sprint, drift, drag, speed trap, eliminator, time trial, knockout, pursuit/patrol, and open-world cruise.

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§99 is implemented as a production contract around V2RaceTracks. The module continues to own race lines, checkpoints, sector splits, track zones, replay pose tracks, and authoring components. The new layer adds launch inventory, Metro City districts, track-editor requirements, dynamic events, faction state, economy locations, gated quests, hidden areas, and secret mission catalogs.

Track Categories#

Launch track types cover circuit, sprint, drift, drag, speed trap, eliminator, time trial, knockout, pursuit/patrol, and open-world cruise. Circuit tracks are closed-loop with sector splits, player racing line, and AI racing line. Sprints are point-to-point. Drift tracks carry drift zones. Drag strips carry start lights and perfect-launch/perfect-shift scoring. Time trials use ghost data. Pursuit and patrol routes support Hot Pursuit and Most Wanted modes.

Metro City#

Metro City has eight districts: urban downtown, industrial port, suburb, highway-loop, harbor, canyon-mountain, desert outskirts, and airport. Each district has an aesthetic identity, traffic density, pedestrian density where applicable, marked open-world events, sunrise/sunset data, and time-of-day cop density. The districts are faction-controlled and feed territory map state, gang-war ambushes, blockades, chase-pursuits, and faction garage unlocks.

Track Production#

Every production track has a designer-authored racing line, offline-solver AI line override, sector splits for time-trial leaderboards, interactable hazards, 360-degree spectator camera locations, and photo-mode hotspots. The in-engine Track Editor supports racing-line splines, sector triggers, hazard zones, cop spawn points, crowd zones, community sharing, and moderation.

Launch inventory commits to 12 circuit tracks, 10 sprint tracks, 6 drift tracks, 4 drag strips, 5 off-road/rally tracks, and 3 futuristic tracks, for 40 committed tracks.

Open-World Systems#

Dynamic event scheduling is per district and includes street race challenges, cop-pursuit ambushes, time-trial billboards, drift competitions, cargo escorts, police chase escalation, and Power-Play training. Eligibility checks consider player vehicle, heat level, time of day, weather, and faction state. Spawn-in uses a cinematic beat, NPC voice line, and map-marker ping.

Persistent destruction tracks broken barriers, crashed traffic, and debris piles during pursuit and combat racing. Reset rules are configurable per event cycle, ranked start, and free-roam cleanup.

Economy, Quests, Hidden Areas#

In-world establishments cover auto-shop, paint shop, vinyl shop, specialty parts vendor, fast-food truck, motorcycle dealership, used-car lot, and player-built crew shop placement. Shops have first-visit cinematics and hours tied to the day/night cycle.

Quest gates cover day-only, night-only, rain-only, fog-only, storm-only, snow-only, and time/weather combo conditions. Every gated quest carries a lore reason and reward. Hidden areas exist per district and reward rare cosmetics, hidden parts, lore pages, or collectibles; discovery stamps player profile, reveals minimap fog-of-war, and can be shared by code.

Each district has a 5-10 item secret mission roster. Triggers include repeated drive-bys, specific vehicles, speed thresholds, and finding an NPC. Unique rewards include rare cosmetics, unique titles, and hidden cinematics.

Verification#

RaceTracksOpenWorld_V2_Contract.json, track-open-world-launch.json, the RaceTracks.Module automation spec, and check-v2-race-tracks-open-world.py validate §99.