Windmills Hills 2

  • Download count 1185
  • Pageviews 1532
  • Unique foldername windmill2
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2022-09-11
  • Version from 2023-09-26
  • Version 2.1.1
  • RVW-ID 34212
  • Category
  • Score
    68/100 (11 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction PRM Kit (Instances)
  • Track difficulty Medium
  • Track length 570 m
  • Reverse version available? Yes
  • Time trial times available? Yes
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    If you update from the version 2.1, don't extract the times folder, or your best times will be reset. You can check which version you have in the readme.

    Track description

    Another example track made with the Rally PRM set (the crows are NOT part of the PRM set, they are borrowed from Spa-Volt 2 by Kiwi, the lightnings in the reverse version are also NOT part of the PRM set).

    Time Trial

    The time trial times are for ADVANCED cars. If you are a pro player, you can try with an AMATEUR car.

    My best times made with Aquasonic may help you, but you have to extract them manually if you use the RVGL launcher.

    Read the story in the readme if you want to know why this track looks colder than Windmills Hills 1.

    If you use the RVGL launcher, you will have a warning (not an error, the track will be installed) because I have provided some files related to time trial. If you want to see my best times and my ghosts, please add them manually.


    Version 2.1:

    + Entirely remade the area after the start line.

    + Made the tree model darker.

    + Added a house in the village.

    + Changed the ambiance of the track through the inf file.

    Version 2.1.1:

    + Included fixes from the new version of the PRM set.

    + Added credits for the music.

    + Updated the story.

    The video shows the first version of the track.

2 comments on “Windmills Hills 2

  1. Windmills Hills 2 got a major update!
    I have remade the valley right after the start line because of the feedback I got about this part (not polished visually and bad raceline). I hope it’s better. I have changed a few other things related to the atmosphere: the track is brighter in the normal version and the cars are as dark as the track in the reverse version.
    I’m aware of a new issue (the lights no longer affect most of the track) but I don’t know how to solve it without cancelling some of my updates.

    Thank you Kiwi for your comment!

  2. Although I think this track can’t reach the quality of the Windmills Hills 1 one (both graphically, but also raceline-wise), I feel very connected to this track after reading the story behind it. In some situations in the past I also used Re-Volt to express myself, and I really appreciate you do the same. Even better if a nice little track like this one is the outcome of this self-expression. :)

    Disregarding the heartwarming (heartcolding?) story behind this track, I have a few complains with the track. But not too much:

    1) In some areas there is too less decoration (right after the start, for example), which let the track look emptier/more boring than necessary. At all your tracks there are always areas like these, and I think you could improve a lot if you would try to do “landscaping” at all areas of the track equally. At the moment I sometimes have the feeling you put (graphically) more work in some areas, than in others. These areas seems a bit unfinished, as a result.

    2) I like that the raceline is much shorter than in Windmills Hills 1. But some parts are very unintuitive to drive, especially because the asphalt roads are misleading. At these areas I think some visual hints could have helped to lead to the right direction a little bit better. It’s no issue after a few laps anymore, but I think it would also help in regards of the overall graphic quality.

    On the positive side is for sure the overall atmosphere of the track (I might be biased here, hehe), as well the (again) very good AI.

    I think we would understand each other excellently in real life Keyran. Never stop creating stuff for Re-Volt, it is every time a different kind of pleasure to play one of your tracks.


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