Welcome to Mellow Spirits race track!
Founded by Spirit family in the late 80s, it failed to meet safety criteria going forward to the new millennium and has been destined to host mostly B leagues and unofficial events ever since.
But who needs safety, when you’re having fun, right?!
These days, it’s predominantly funded by a secretive organization operating in otherwise abandoned tunnels and mining shafts left behind by a small mining town at the beginning of 20th century, prior to Spirit family’s acquisition a few decades later.
And now, Spirit brothers carry on the family legacy in the best way they can - by driving hard, partying even harder and ignoring safety standards entirely.
Spirit brothers, during Sandy Shores parade 2023
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Video presentation
What Mellow Spirits race track includes:
- 2 circuits (old and new) with “intersection”
- 2 separate pit areas (25 + 11 garages) with rich interiors
- 2 mechanic buildings, 1 shop and a “Mellow Spirits” club (with underground entrance/exit)
- 3 miles of underground tunnels, passages and shortcuts (but with subtle orientation hints)
- tens of thousands of objects, inteligently (and experimentally) distributed to get as close to native GTA’s performance as possible, while presenting modern visual standards
- destructible/dynamic objects, flora and over 750 000 instances (grass, stones, garbage)
- underground base with 1 vehicle entrance and “hidden” side exits for pedestrians only
- car generators on parking lots (can be removed with alternative ymaps included)
- car paths on public roads outside the fenced area (useful for AI taxi service or APB interaction for example)
- 5 exits in total from the peninsula (some of them “hidden”)
- 5 LODs for entire map and vast majority of models
- occlusion culling for additional performance boost
- giant cowboy sign above the club can be deleted (empty replacement file included)
- “rusty wild west” vibe
Downsides
- doesn’t have navmesh and probably never will
- tunnels are not MLO, so atmospheric effects will take place (more light inside during day time, wet ground)
- original idea was to introduce something like Ram ranch, but due to amount of workload with other things, I settled for rebranded Tequi-la-la instead.
26 different race track layouts to be loaded in via Maploader with either “_tyres” (dynamic props) or “_walls” (static props) appendix, for example:
- mellow_spirits_race_combined_a1_tyres
- mellow_spirits_race_combined_a2_tyres
- mellow_spirits_race_combined_a3_tyres
- mellow_spirits_race_combined_a4_tyres
- mellow_spirits_race_combined_a5_tyres
- mellow_spirits_race_combined_a6_tyres
- mellow_spirits_race_combined_a7_tyres
- mellow_spirits_race_combined_a8 _tyres
- mellow_spirits_race_new_a_tyres
- mellow_spirits_race_new_b_tyres
- mellow_spirits_race_old_a1_tyres
- mellow_spirits_race_old_a2_tyres
- mellow_spirits_race_old_b1a_tyres
- mellow_spirits_race_old_b1b_tyres
- mellow_spirits_race_old_b1c_tyres
- mellow_spirits_race_old_b1d_tyres
- mellow_spirits_race_old_b2a_tyres
- mellow_spirits_race_old_b2b_tyres
- mellow_spirits_race_old_b2c_tyres
- mellow_spirits_race_old_b2d_tyres
- mellow_spirits_race_old_c1_tyres
- mellow_spirits_race_old_c2_tyres
- mellow_spirits_race_old_d1_tyres
- mellow_spirits_race_old_d2_tyres
- mellow_spirits_race_old_d3_tyres
- mellow_spirits_race_old_d4_tyres
Replacement files:
YBN:
- hei_cs1_12_13.ybn
- hei_cs1_12_25.ybn
- hei_cs3_04_0.ybn
YDD:
- cs4_03_props_veg03_slod_children.ydd
YDR:
- cs1_12_terrain_hd_28.ydr
- cs1_12_terrain_hd_29.ydr
- cs3_04_decalx3.ydr
- cs3_04_land_02.ydr
- cs3_04_trck_03.ydr
- cs3_04_trland_01.ydr
- cs4_03_beach_03a.ydr
- prop_warninglight_01.ydr
YMAP:
- cs1_occl_08.ymap
- cs1_occl_12.ymap
- hei_cs1_12_grass_2.ymap
- hei_cs1_12_long_22.ymap
- hei_cs3_04_long_0.ymap
- hei_cs3_04_strm_1.ymap
- hei_cs3_04_strm_4.ymap
- lr_cs4_03_long_2.ymap
YND:
- nodes751.ynd
- nodes752.ynd
- nodes753.ynd
- nodes754.ynd
A few words from the developer:
This entire map was a testing sample for my private procedural modelling tools I was working on for the last 2 years, ever since I decided to take Blender seriously.
To keep it simple, the idea was to create something like Unreal Engine map editor, but tailored for export into RAGE (GTA V) or any other game engine later on. And with certain procedural modelling benefits you can’t get with strictly splat based terrain, like in traditional level editors. The result being fantastic creative control even over macro details of the terrain and all objects generated alongside it. Huge inspiration behind all these systems were GDC talks (or their equivalent) from employees of companies such as Ubisoft, EA, Epic, CDPR, CIG and Rockstar, to name a few.
Procedural rock formations
Doing funny things with roads, bridges or tunnels (to see how my algorithms will behave under various conditions)
Seemless merging of terrain with other objects, like generated rock formations, roads, buildings etc. (view from bottom up/inside out)
Procedural distribution of grass and stone instances, based on modular rule set and capability of mixing unlimited foliage layers together seemlessly.
Decal generation

Assets are accessible | Only textures |
Subscription-based | One time only, variable pricing |
Polygons (model and LOD) | Too many, but entire map has 5 LODs, occlusion and area optimised ymaps |
Texture size and amount | Scaled inteligently, usage of “+hi” dictionaries for high PC specs only |
Requirements & dependencies | None (although you won’t get loaded track layouts without Maploader or similar resource) |
Size | 550Mb |
Support | Yes |
Test the map
Buy here (Maploader included)
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