Rigs Highway

  • Download count 963
  • Unique foldername pmt_highway
  • Skin for
  • Based on
  • Release date 2022-08-04
  • Version from
  • Version
  • RVW-ID 33786
  • Category
  • Score
    82/100 (29 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Original)
  • Track difficulty Medium
  • Track length 671 m
  • Reverse version available? Yes
  • Time trial times available? Yes
  • Practice mode star available? Yes

    A track with a concept I've been thinking about for months,

    Made to feel like a parkour race between large trucks

    This track uses a lot of custom animations.

    Chris helped AI Node

12 comments on “Rigs Highway

  1. Amazing track! I would recommend adding your own name (and the date) to the readme as well. ;) Very cool concept, and having read some of the comments before, I was very surprised by how polished it is. :)

  2. This track needs to be seen. It is quite original and modern, albeit simple. The whole race I was looking at the background, it’s cute. simple but tasteful.
    Try to get on the road, it’s fun)

  3. Always wanted to see this kind of track. Driving an RC car alongside real cars on a highway is definitely one of my childhood fantasies, and this is close enough to fulfill it.

    P.S. flying the Volare past the trucks really feels dreamlike

  4. I just finished playing on it and I honestly believe that this track is already a classic! Very fun to play, the visual is very good and the race line fits perfectly with the environment. A must-have in every track collection!

  5. I love the concept of this track, and it works very well!
    I agree with the fact the road could be longer, but I also think there should be different types of building next to the highway, because the building seems to be infinite.
    The reverse version has some cool light effects the normal version doesn’t have.

  6. This is truely awesome. Remember that this game is very old and the limitations all modders have.
    Fell off the track and see how the cars are leaving, it is pretty pretty cool.
    In love with this.

    Sry if my english is bad.

  7. The road never ends.the trucks and cars keeps on going. Good work paperman

  8. what to say.. if there was a “creative” section for the rating, it would have been a 6/5 stars for me. The use of custom animations to give the illusion of movement mixed with the rocking effect from toytanic, the force fields on the connection points between trucks, the fact that if you fall of from the track you get left behind from the trucks and the cars, all of this is just ingeniuous and shows how much untapped potential there is with custom animations mixed with what rvgl already offeres. With that beign said, i don’t really think that the skybox or the fog are a problem at all, in fact i didn’t noticed it until i read the comment from Kiwi, guess increasing the road lenght and fog distance would improve the atmosphere a little bit but for me the real negative point of the track were the low resolution textures and a raceline problem between track zone 16 and 17 with a 90° blind turn with a confusing wrong direction in front of it (i also noticed that there is a collision issue on the bridge of this area if you try to go on the bridge from the reverse direction). Overall this is for sure the best track from paperman so far, keep it up

  9. Come on, Kiwi and LWG. This is the freshest technical idea for single-player races in a long-long while. AFAIK, nobody has attempted a track actually moving in its surrounding environment since the original Toytanic tracks with their wave-rocking effect (correct me if I’m wrong). That alone is worth a lot in my eyes. The concept was revolutionary then, and it’s still one-of-a-kind now, pushed even farther into a unique effect of its own with Rigs Highway.
    About the short visual range: as far as I can tell, it’s intended to be a crest of a rolling hill of the highway, thus the short distance at both ends until the road drops out of sight. With a little suspension of disbelief (= going along with the picture. You know, like when you watch sci-fi movies), it works very well.
    And a not-always-seen but extremely important detail working toward the realism here is that I was genuinely scared sh*tless when I accidentally dropped off the rig and found myself spinning and screeching along the pavement while the big rigs sped away, leaving me behind. If this, along with the slightly veering cars on the highway, is not realism, then I don’t know what is.

    Keep it up, Paperman, always improve yourself of course, but keep it up.


  10. Like Kiwi mentions, the limitations kinda make it a little sadder, but as far playing the track goes – I dig it, it definitely beats the shrine track as that one is very blland in comparison, the racceline is still fun when using Super Pro Cars – that alone is a positive.

    Honestly, I would have preferred now, that given the limitations, without all the moving cars but have them all stationary, if this truck arrangement for a track, was actually instead done in a parking lot, the moving cars being the otehr cars obviously parked, and this would have gotten the interest of people to watch an on-going race, with these fences protecting any sort of danger. But that’s just my opinion.

    I may not be as brutal with the feedback – I will keep this regardless, as it is surprisingly fun, and there was love put into it. Good going.

  11. My feelings mirror that of Kiwi to an extent, although I don’t mind the skybox limitation as that is fairly hard to notice in a normal race.

    Speaking of details that are hard to notice in a normal race – I really love the custom animations! The other cars moving slightly from left to right and the street lamps are very realistic. As someone who also pays a lot of attention to small details, I have a lot of respect for you and this track.

  12. The concept is pretty cool, the custom animations are amazing, but there are really a lot of flaws. The main graphical flaw is the extreme low visual range, combined with the skybox. The street is coming out of nowhere this way, and this destroy the immersion by nearly 100%. The raceline is not too bad this time, but also not very remarkable, sadly.

    All in all this track is a very good technical demo to show what is possible with RVGL nowadays. My respect for the overall concept and the technics, Paperman. But like the last two times the track would have needed a lot more time for overall polishing.


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