Midway Office (Rush 2)

  • Download count 921
  • Pageviews 1799
  • Unique foldername R2Office
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2023-08-25
  • Version from 2023-08-21
  • Version 1.0
  • RVW-ID 37865
  • Category
  • Score
    78/100 (13 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Remodel/Conversion)
  • Track difficulty Extreme
  • Track length 625 m
  • Reverse version available? Yes
  • Time trial times available? No
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    Guess it's time for one of those conversions. This time from an N64 game called Rush 2: Extreme Racing USA. Out of all the tracks in the game, I chose an office... Midway's office. It's a secret track you'll unlock after beating the game's Circuit mode by reaching to the top 3, and this place is loaded with secrets... Okay, maybe keys and Mountain Dew cans, but there are a few hidden rooms (one can be glitched through).

    The base track is a bit dull looking, so I did some remodeling by giving those arcade machines extra details, added California Speed & Primal Rage, updated animated textures for said arcade machines, updated shading, custom sounds, objects, etc... Also tweaked the carpet, altered the gravity, and update a few shortcuts to make them passable.

    Music is from the Rush 2 soundtrack: High Roller and Amiga-Ish.


8 comments on “Midway Office (Rush 2)

  1. This track is a little bit frustrating but for some reason I enjoy racing on this track and I am having a good time. I play often on it and it’s really fun. Nice track.

    0
  2. I like this track. It feels a bit claustrophobic, but the racing line is generally quite easy with some simple obstacles and chicanes after longer straights, but outside of that most corners are precision corners that require some memorization, as they are blind due to high walls and sofas everywhere. The worn-out carpet nicely shows where the car should turn to complete the lap. The semi-slippery carpet surface is something I very like, it allows for smooth cornering and some sliding around (even if that’s not the fastest way) and that’s very satisfying to do. Sounds are good. If shortcuts aren’t worth taking, then the track gets an additional plus from me, because that’s almost equal as if they did not exist.

    0
  3. I feel like you scaled this trakc a little bit too much, even for myself. It is so claustrophobic. It’s the most fun with lower classes, but as soon you hit Semi Pros, Pros, Super Pros, you need genuine reflexes to play this track. Also those damn red cones..they were never an issue in the OG game, but here, holy fuck, you flip so easily….I am getting The Bunker PTSD already.

    And me that I loved your last ported track done, School 1 from THUG2 (technically OG THPS1), this is…such a bummer compared, actually. Not a shit track by all means but aw man, not like this…

    1
  4. When I saw this track being on RVW today, I got curious, so I did what anyone would do and downloaded it immediately.
    Don’t know what to say honestly, it’s kind of dissapointing, but at the same time it isn’t when all factors are being considered.

    The track is a very faithful port of the track visually, beautiful rendition of it with the pluses of RVGL, such as animated textures, physical objects, etc. Nothing about the visual department is one bit wrong (maybe the car reflections but that’s it) and it’s very much appreciated.
    But when it comes to the part of playing on it and being immersed, all magic is lost. The sense of verticality is null due to the scale of the track being way off, shortcuts are absolutely not worth doing (might be in part due to Re-Volt/RVGL’s physics) and they also have a small chance of giving you a red X… somehow, race line is full of choke points unlike what could be compared to the original game’s technical yet open design, all hallways being really constricted for no reason at all. Pickup play is a mess, wouldn’t bother too much about it since it’s more of a fault from the scaling size of the track as a whole.

    It’s not all bad or petty things however, time trial is a bliss, in part due to (redundantly) the scale and narrowness of the track, and finding the Mtn. Dew cans is a lot of fun in itself even though there were not too many of them.
    It feels weird having to put a lot of stuff under the bad light because your other works have been nothing but fun and were done right (THUG2’S School and Downhill Jam, The Thunderdrome, etc.), but it certainly does feel like so for me, maybe I had too many expectations or I’m just biased, don’t know. It’s still a very nice thing to have.

    3
  5. Usually when making modded content it is usually ideal that all filename cases are lower. Since I am using Linux I had trouble loading some textures. I ran the fix_cases script to sort that out.

    This is not a bad track but some of the shortcuts are left to be desired. There is a possibility that you can easily get stuck sideways without repositioning the car which thankfully you respawn at the start of the shortcut.

    1

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