- Download count 828
- Pageviews 2372
- Unique foldername radiokootwijk
- Skin for
- Track Mod for
- Based on
- Release date 2025-09-18
- Version from 2025-09-18
- Version
- RVW-ID 44458
- Category Standard Track
- Score
- Unconventional car?
- Construction
- Engine
- Transmission
- Top speed mph
- Total weight kg
- Acceleration m/s²
- Construction 3D Modeling (Original)
- Track difficulty Medium
- Track length 1421 m
- Reverse version available? Yes
- Time trial times available?
- Practice mode star available? Yes
- Online multiplayer compatible?
Radio Kootwijk is a long-wave transmitter station located in Hooge Veluwe Park near Arnhem in Netherlands, connected from 1923-1966 to Radio Malabar near Bandung in East India.
The main building was part of the movie Mindhunters and TV show Arkadia which inspired me to some more elements in this layout.
A big cheers to EstebanMz for testing and improving the racing line and some other details !
Update: music from 3:00 to 6:10 minutes.













97/100








The idea and work looks good. Worth a try.
Visuals are amazing and fit the re-volt theme very well. I think there is something left on the table with the raceline. I wonder with some changes to the raceline (maybe there could be Radio Kootwijk 1 and 2) it would possible to see the amazing parts of the tracks even better. There is some amazing parts in this track but connecting everything together feels just a little bit forced.
But again, could play this just for the vibes. Nice job.
I like this track. It has a little bit of a claustrophobic feel because the sidewalks and curbs feel a bit small (for example compared to Hood1), but it’s fine. It’s quite lengthy, there are maybe two spots of a longer straight where the driver can relax a little bit. Overall the track flows very nicely, there are quite a lot of slow and medium speed corners so the tracks takes a bit longer to complete than the raw length of it suggests. There’s a nice mix of connected flowy corners and precision ones, as well as a little bit of ondulations and ramp-exit-turns. As for negatives, I’d say the doors are closing a bit too much and there are two spots where the car can’t hit the roof when jumping down – hard to say if it’s good or bad.
Overall a great track
I was working at this landscape over one year and I agree with you that repeating the same song is of course boring ;-)
My game has mostly music off and a backround playlist is running. So I tested much styles and find these hard rock direction most fitting.
Seeking on free music platforms is a very poor work, but I’ll see to find similar and add some variety.
The problem with music is that it’s not what brings us together on this site (-:
I would say that if it seems good to you, if it makes you want to drive, then it’s fine.
Once again, the problem, in my opinion, is the length (especially of the first piece of music, which is less than 30 seconds long).
Thanks for kind words, even if the monster truck has some claustrophobic feelings ;-)
Music seems a problem in most of my tracks, perhaps I will learn it one day…
Review from the point of view of one goober who plays offline and mostly as Everest(aka: obnoxiously big truck) for a bit of context hehe-
This is a very neat track indeed! Aesthetically and just the sheer *amount* of content is absolutely FANTASTIC, you can definitely tell this is inspired/modeled after an actual place, and this length track has you touring practically the entire complex. This is a top tier track in terms of quality and love put into it!
From a driving point of view, it definitely took me a lap to get my bearings, the sudden tight turns here and there will take the unwary by surprise, elevation changes and the occasional object in the race line for you to be cautious, and the absolutely monstrously tight interior segment will often result in chaos, especially when dummy pickups and ESPECIALLY oils come into play. I personally don’t care for tracks that get this tight as to how much strength that lends the first couple of positions if Oil comes into play, though being a degenerate Everest enjoyer, it also means no one can get past me because my dummy thick wheelbase takes up 95% if the raceline hehehehe. The cost of that is that giant monster truck turning radius makes navigating said hallways absolute misery for myself and the poor cpus stuck behind the unflinching bulk that is Everest.
The proportions of the interior segments are a bit strange artistically as well, as Everest goes from VERY big RC truck to the size of an actual adult human being with how the hallway is scaled hehe, but given just HOW MUCH else is going on in the track, I think its more then reasonable the creator overlooked something somewhat minor like this.
Though the interior has some hiccups, the exterior is something of beauty, motorhead uses the space here like a mad genius to take you around the entire perimeter of the building without ever making it feel dull or repetitive, this is a truly amazing track, fitting well into both the game and it’s aesthetics, and I look forward to seeing what the creator comes up with next!
This track has almost weaned me off Moonbase Alpha (-:
To make it absolutely perfect, I think that the music would need to be changed. The ones you’ve chosen work well, but they’re much too short, and as the track is very long (more than 6 minutes of play for 3 laps) we always hear the same things.
So, longer pieces of music for one of Re-Volt’s most beautiful track, please.
Hi friends, very happy to see your appreciations, thanks a lot and have fun !
This is a perfect Re-Volt track. But that’s not what I really love, it’s the raceline and the different parts of it. I demand for a track to have jumps, obstackes, elevations, falls, bumps and different terrains and this track have it all and more. I really love the car sizes on the track (1/5 I think) that makes it feel fresh and interesting. Absolutely fantastic.
Each new track from Motorhand is more surprising than the last.
Once again, the theme is highly original, the textures are incredible (I love the tiled floor of the station), there are numerous details…
But what is most impressive is that, despite all this magnificent visual chaos, you have managed to create a clear and highly entertaining racing line.
One of the more unique tracks, even while it’s heavily based on a real life location, it fits decently into the Re-Volt aesthetics, sorta how tracks like Industry or Desolate District 1 manage to fit.
The track has a ton of narrow, convoluted, claustrophobic sections, that don’t miss having a blind corner in them, but that is well compensated with the leniency and good track direction provided by markers on the more open outside areas. The part in which you go under the road into some sort of pipes with a ton of particles has a noticeable drop in performance but it shouldn’t matter too much since it’s one small portion of all the track, and that the AI doesn’t seem to like speedier classes like Pros and Super Pros.
Incredible addition to the game, good mix of tech and openness, keep cooking.