The AMSOIL Arenacross series is a great way for upcoming supercross stars to gain experience with tight indoor tracks. Coincidentally, I feel it is a great way for me to learn the ropes of the 2dmx track creator. So, I have decided that I will make the tracks for the 2013 Arenacross series. Considering each track is used in for two rounds of the real Arenacross series, I have decided to create two versions of each track. The odd numbered rounds are WFO style tracks with high speed and big jumps. The even numbered rounds are more realistic with lower speeds and smaller jumps. I use wall jump in place of important corners to slow down the pace on the realistic tracks. I will do my best to have the tracks released as soon as possible after seeing pictures of the finalized tracks. Sometimes certain aspects of the track will have to be changed for gameplay reasons and these changes will be noted in the individual entries for each track. Any comments, critiques and suggestions are welcome.
2013 AMSOIL Arenacross Schedule
Round 1: WFO Worcester, MA |Download|
Round 2: Realistic Worcester, MA |Download
Round 3: WFO Baltimore, MD |Download|
Round 4: Realistic Baltimore, MD |Download|
Rounds 5 and 6: Grand Rapids, MI
Rounds 7 and 8: Tulsa, OK
Rounds 9 and 10: Cedar Park, TX
Rounds 11 and 12: Wilkes Barre, PA
Rounds 13 and 14: Little Rock, AR
Rounds 15 and 16: Wichita, KS
Rounds 17 and 18: Kansas City, MO
Rounds 19 and 20: Denver, CO
Rounds 1 and 2: Worcester, MA |Rounds 1 Download| |Round 2 Download|
The first track of the Arenacross series and my first track for 2dmx. Obviously, things needed to be changed to suit the gameplay of 2dmx. There are no corners and the flat sections of the track have been shortened to allow for smoother gameplay. I also had to eliminate options from the rhythm section. I chose to keep the kicker and 3-2 rhythm for this section.
Version 2 of the Worcester track is more realistic. I have utilized wall jumps to simulate the slowing effect of corners. This version of the track is much harder, but does allow for a variety of rhythms through the rhythm section.
Round 3: Baltimore, MD |Download|
This is the WFO version of the track. The lap starts with a step up jump that leads into a set of whoops. The whoops are the hardest part of this version of the track. A mistake in this section can mess up your flow for the rest of the lap. After the whoops you hit a kicker that launches you over a table. Immediately after landing on the backside of the table you hit a triple. The lap ends with the typical finish line double.
Round 4: Baltimore, MD |Download|
The more realistic track is my preferred version. A lap on this track also starts with the step up into the set of seven whoops. This is followed by a wall jump leading into the rhythm section. There are two main lines through this section. If you have a good landing off the wall jump you can jump over the tabletop then triple out of the section. However, if you don't have a smooth landing on the wall jump you won't be able to clear the table. In that case you will land on the table. From the table you will double-double out of the section. After the rhythm section is another wall jump that is followed by the finish line double.
2DMX - 2013 AMSOIL Arenacross Series
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FeintX
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Kembo693
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Re: 2DMX - 2013 AMSOIL Arenacross Series
What's up with the .mxt files? Obviously, MXS can't open this type of stuff... Make them in .saf, AX rocks !
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Ohagan75
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