Crystal caves

  • Download count 1671
  • Pageviews 2613
  • Unique foldername crystalcaves
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2025-10-05
  • Version from 2025-10-20
  • Version 1.1
  • RVW-ID 44734
  • Category
  • Score
    96/100 (33 votes)
  • Unconventional car?
  • Construction Select an Option
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Original)
  • Track difficulty Hard
  • Track length 477 m
  • Reverse version available? Yes
  • Time trial times available? Yes
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    Let the colorful lights of the crystal caves welcome you!

    As always, enjoy and thank you for keeping this game alive :)

    Note that reverse track is slightly longer (609m) and more difficult.

    Also, keep your eyes open for shortcuts... maybe? ;)

    This track can be played with up to 16 cars, start grids have been placed so that no car will fall out of bounds!

    UPDATE!

    v1.1

    • Added sounds
    • Added music
    • Added time trial times! (btw, I did these with Toyeca but almost got em with Cougar too. Tell me which car is more suited for you!)

16 comments on “Crystal caves

  1. I like the track overall, it has good flow and unique ideas, turns, angles and visibility gameplay.

    But there’s just an issue that prevents me from enjoying this track fully and it’s the ambient sounds, which I personally find irritating to hear and eventually painful to my ears, I thought my audio driver was dying the first time I played on the track, the whistling/ringing sound is just not enjoyable, but maybe that’s just me, thankfully it doesn’t take much to replace the related .wav file.

    The time trial challenge is actually a decent challenge but the fact that the challenge locks the Reverse mode of the track may prevent more casual players from beating the challenge and thus allowing them to visit the Reverse mode, this is not a track where a casual player can just brute force the challenge time by picking a very quick car as the track requires a certain level of precision to handle the tricky terrain.

    Speaking of the Reverse version: I really like when Reverse track go on a different path and this feels like a completely unique track, I think I like the track in Reverse mode than the normal version, it has even cool turns. Enjoyable experience.

    3
  2. Spectacular track. Incredible use of verticality and great AI. The starting camera angle is a bit claustrophobic but that is an easy fix. The textures for the walls and floor are high quality but repeat a lot. With the quality that the textures themselves are, I wouldn’t mind stretching them out a bit more to lower the repeating patterns a bit and get rid of the slight over sharpened look that the rock has. That over sharpened look kind of makes the wall look like static at certain angles and distances. Figuring out the path was a bit unintuitive on the first few laps but is really memorable once you have it. Overall one of the best out there.

    1
  3. Hi everyone, i have a question/request. I discovered rvgl today, to add cars and custom tracks to my game. I can’t add tracks, the rvgl “levels” section when i put .zip or 7z files said Failed. But for cars i do not encounter this problem. Does anyone has a solution please ? I really want to test those, thank you !

    2
  4. It’s a mysterious and exciting track. With narrow, steep roads and roads resembling underground mines in a cave with lakes, it’s a track that demands driving skills. I recommend a car suitable for drifting, such as the Panga TC.

    1
  5. Yeah, great artwork and atmosphere ! Reminds me to a Zelda cave secret.
    The three-dimensional track design is good to ride and I like to find out the best lines and braking points.
    Still wondering about managing the practice star…

    1
  6. I very like this track. It’s very smooth, although you can’t trust the car to not spin or slide out whatever you do. The corners flow one to another, the track itself is very fast, so a correct approach to every corner is needed. Sometimes you think you’re driving the perfect line, but end up too wide or hitting some corner. There is a good balance between speed and blind corners.

    Cool cross-sections, smart usage of space.

    The visuals themselves are stunning, cave lit up by minerals is probably the nicest setting for Re-Volt.

    A little bit of sound effects like water flushing in the cave, raindrops or slowly rocking lantern squeak would be good.

    3
  7. An absolute knock out track! Aesthetics, atmosphere, raceline, the track has it all! The AI can be fairly fierce too, especially with their oil and dummy pickup placement.

    One absolutely fantastic detail I noticed is just how different of an experience the normal route and Reversed version of the track provide, with Standard being a much speedier and smoother affair speeding through the caves, whereas Reversal’s route is a noticeably slower and more technical tour amidst the crystals and magma, with plenty of sections entirely bespoke to it. Its to the point that if these were separated into two different releases, Crystal Caves 1 and 2, I probably wouldn’t even bat an eye.

    I will say I actually prefer the Reversed version for its longer time in the lava chamber and the cool rock bridge thats actually a series of separate pillars you need to quickly hop between. But sometimes I just wanna VROOM in my stupidly big monster truck, and the Standard version of the track is PERFECT for that!

    The track did not seem to come with any music pre-set to play which was a bit odd, and I’m a little disappointed by the lack of sound ambiance, but at the very least the former is a very simple fix, and not a huge detractor from what might just be a 10/10 track. I WAS expecting a little more lava though from the discord previews though hehe, a little bit less of a spiritual successor to Molten Caverns then some of us had thought it would be, but its definitely good the track does its own thing!

    Absolutely loving the track, which should be no surprise when its made by the mastermind behind Toy World Mayhem! Wonderful job!

    3
  8. Thank you for the kind words!

    So glad you like it :)
    I’ll see what I can do about sounds.

    Also, I never did any conversion. The “CTR unused tracks” is just a made up name because I was very inspired by the tracks of this great game ^^

    4
  9. Oh! From the creator of Toy World Mayhem, the one who adapted the excluded CTR tracks, who brought us Cactus Volt and Road in the Sky, here comes this amazing new track.
    It reminds me a bit of Dragon Mines from the original CTR. It has great flow and everything I look for in a RC track: obstacles, jumps, drops, uneven terrain, etc. The textures and lighting are also top-notch.
    Great work, now Re-Volt has its own mines! I have to say, I’m a big fan of your tracks, and I’m looking forward to seeing more of your work and maybe some conversions from other games if you’re up for it. You’re walking on water right now.

    4
  10. Magnificent!
    However, the track has too few sounds.
    I would have liked to hear a few drops of water falling, an echo (I don’t know how), boiling magma…/…
    As for the rest, EstebanMZ has said it all. Except that the track is very pleasant to drive on. I love the elevation change and the fluidity of the race line.

    5
  11. I’m out of words with the overall quality of the track, the baking, textures, illumination, how good can be the AI, the smoothness of the surface, among more details. It’s really noticeable how much time and effort was place at every cubic meter of the map. Kudos!!

    7

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