Track Name	: Dark Star
Version	: 1.0 (released)
Author	: Oliver Pieper (8589 Redburne)

A new track by the author of Unreal and Derailed.
(and of lots of utilities 8-) )

I've got a lot of feedback concerning my first two tracks
Unreal and Derailed, ranging from "brilliant" (Thanks!)
to "unplayable" (Thanks! It was constructive criticism).
I have to admit that at least with Derailed, my focus was
on scenery design and not on playability, and it shows.
To get a fast lap time, you need at least as much luck as
you need skill.

ALL THAT IS DIFFERENT WITH DARK STAR!
Dark Star is a race track. That does not mean it is without a
challenge! There is still driving skill required to navigate
the banked corners, the chicane at the end of the second long
straight, and the final jump to the start-finish line. To
get a lap time under 1 min 04 sec, you will need every bit of
driving skill and the right truck setup. The current lap record
is 1:02.40, and its my only time under 1:03.

Dark Star features one of my favourite parts in MTM tracks:
a crossing. But unlike most other crossings where you never
know there's a truck coming until it's too late, at the Dark
Star crossing you can see your opponent in advance, with
just enough time to avoid a colission, if you react quickly.

I didn't test it, but I think Dark Star will make a good
multiplayer track. The elevated road sections and the chicane
should prove to be very interesting. There are no scenery levels
implemented so everyone will certainly be racing the same track. 8-)

Dark Star features
* custom backdrop
* custom textures only!
* spectacular lighting effects
* custom models
* high precision laser checkpoints 8-)
* NO 90 DEGREE TURNS! Only 270, 180, 225, 45 and 135 degrees 8-)
* one left turn, five right turns, one chicane...
* a nice crossing
* computer generated banked turns. As smooth as possible
  in MTM, which is not smooth at all 8-(

Some hints:

o when setting up your truck: top speed on the straights
  is not as important as acceleration in the turns!
o to navigate the final jump: aim for the red light
  at the horizon, that will make it much easier.
o there are neither shortcuts nor is there anything to explore
  off the track.
o learn to navigate by the planets! It really helps to find
  back to the track if you miss a turn.

Special thanks go to:
Carsten "Samson" Dalkowski
        - for beta testing Dark Star

Allen "Rooski" Meloserdoff, author of "Rooski Ridge"
        - for his tower model
        - for the computer truck course layout of Dark Star
        - for beta testing my track

Donald "Don Flan" Wilburn, author of "Don't Fret"
        - for beta testing Dark Star

Feel free to email any comments and suggestions
you might have. Or put it on Cowboy's MTM List
(mail to Cowboy@MoonShineHollow.com for details on subscribing)
or Caveman's Review List
(sign up: http://www.geocities.com/MotorCity/5281/caveman.html)
if you think it is of general interest.

If you like this track, or any other of my products,
please take a look at POSTCARD.TXT and send me a
card! To see who's already sent me one, tune in to
http://www.mathematik.uni-marburg.de/~pieper/mtm/mtm_cards.htm

Happy Truckin'!

Oliver Pieper
8589Redburne
pieper@informatik.uni-marburg.de
http://www.mathematik.uni-marburg.de/~pieper/mtm/

*********************
COPYRIGHT INFORMATION
*********************

The following track was created using Terminal Reality Inc's TrackEd
for use with the retail version of Microsoft's Monster Truck Madness.
Any alterations, improvements, or other deviations from this use are
stricltly prohibited unless given permission by the author.
Resale is strictly prohibited unless given permission by the author.
All material contained with the track is considered copyrighted by the author.

1997 Oliver Pieper