PolyTrack Track Editor Tutorial: Create Your First Custom Track
The PolyTrack track editor is where creativity meets physics. Whether you're envisioning a high-speed racing circuit or an impossible stunt playground, this comprehensive 2025 tutorial will teach you everything you need to know to create your first masterpiece.
By the end of this guide, you'll have published your first custom track and learned the fundamentals of track design.
Why Create Custom Tracks?
Creating custom tracks offers unique benefits:
* Creative Expression: Turn your wildest racing ideas into reality
* Community Recognition: Build a reputation as a skilled track designer
* Infinite Replayability: Design tracks perfectly suited to your playstyle
* Learning Opportunity: Understanding track design makes you a better racer
* Sharing Passion: Thousands of players will experience your creation
The barrier to entry is low, but the skill ceiling is impossibly high. Let's get started!
Section 1: Understanding the Editor Interface
#### Accessing the Editor
Method 1: From Main Menu
Method 2: From Existing Track
#### Interface Overview
When you first open the editor, you'll see:

Left Panel: Track Pieces Palette
* Categorized track segments (Straights, Curves, Loops, etc.)
* Color-coded by type
* Search function for quick access
Center: 3D Viewport
* Your track construction area
* Grid-based snapping system
* Camera controls (rotate, pan, zoom)
Right Panel: Properties
* Selected piece settings
* Track metadata (name, difficulty, description)
* Testing and export options
Bottom Toolbar: Quick Actions
* Undo/Redo
* Save/Load
* Test Track
* Publish
Section 2: Essential Editor Controls
Master these controls before building:
#### Camera Navigation
#### Track Piece Placement
#### Power User Shortcuts
* Ctrl + D: Duplicate selected piece
* Ctrl + Z: Undo last action
* Ctrl + Y: Redo
* Ctrl +S: Quick save
* Space: Pause/Resume test mode
* Esc: Exit test mode
Section 3: Track Pieces Explained
Understanding piece types is crucial for effective design.
#### 1. Straight Track Segments
Types:
* Short Straight (5m)
* Medium Straight (10m)
* Long Straight (20m)
When to Use:
* Speed sections
* Connecting complex segments
* Giving players time to prepare for turns
Pro Tip: Vary straight lengths to create rhythm. Monotonous straights are boring!
#### 2. Curves and Turns
Banking: Curves come in flat, medium-banked, and high-banked variants.
* Flat Curves: Require braking/drifting. Good for technical sections.
* Medium Bank: Can be taken at moderate speed. Most versatile.
* High Bank: Allow full-throttle cornering. Use cautiously - can feel "cheap."
Radius:
* Tight (90°, small radius): Challenging, slows gameplay
* Medium (45°-90°): Balanced, maintains flow
* Wide (gentle arc): High-speed, requires space
#### 3. Vertical Elements
Ramps:
* Gentle Launch (15° angle): Safe jumps
* Steep Launch (45° angle): High air, precise landing required
* Boost Ramp: Adds velocity on takeoff
Loops:
* Full Loop (360°): Classic stunt. Requires minimum entry speed (~80mph)
* Half-Pipe: Vertical transition, advanced technique
Drops:
* Small Drop (3m): Excitement without danger
* Large Drop (10m+): High risk, requires perfect landing angle
#### 4. Special Pieces
Boost Pads:
* Speed Booster: Adds fixed velocity
* Turbo Pad: Massive acceleration (use sparingly!)
Checkpoints:
* Mandatory in published tracks
* Reset point when players crash
* Place every 300-500m
Decorative Elements:
* No gameplay impact
* Enhance visual appeal
* Guide player attention
Section 4: Beginner's First Track - Step-by-Step
Let's build a simple but fun beginner track together.
Goal: Create a 30-second racing circuit with one jump and one challenging turn.
#### Step 1: Plan Your Layout
Before placing pieces, sketch your concept:
* Start: Straight launch
* Section 1: Gentle curve right
* Section 2: Jump over gap
* Section 3: Tight hairpin turn
* Section 4: Speed straight
* Finish: Connect back to start
Estimated Pieces Needed: ~20-25
#### Step 2: Lay the Foundation
- Find "Special" category
- Select "Start Line" piece
- Click to place at origin (0,0,0)
- Select "Long Straight" from Straights category
- Attach to start line (it should snap automatically)
- The green highlight indicates valid connection
#### Step 3: First Turn
- From Curves category, select "90° Right Turn (Medium Bank)"
- Connect to the end of straight
- Notice how banking helps players maintain speed
- This gives players time to line up for the jump
#### Step 4: Create the Jump
- Select "Gentle Launch Ramp"
- Connect to straight
- Do NOT place a piece immediately after ramp
- Leave 10m gap in the air
- Position "Landing Ramp" piece on opposite side of gap
- Ensure altitude matches launch ramp exit
- Critical: Use grid snapping (hold Shift while placing)
- Click "Test Track" button (flag icon)
- Drive through to verify jump is clearable
- Adjust ramp angles if car undershoots/overshoots
#### Step 5: The Hairpin Turn
- Connect to landing ramp
- Medium length (10m)
- Use two "90° Left Turn (Flat)" pieces back-to-back
- OR use one "180° Hairpin" if available
- Low/no banking forces players to brake
- Connect medium straight exiting hairpin
#### Step 6: Return Home
- Add long straight with boost pad halfway
- This rewards players who navigated hairpin cleanly
- Use appropriate curve piece to align with start line
- Ensure track forms complete loop
- Place checkpoint before jump
- Place checkpoint after hairpin
- Checkpoints = crash reset points
#### Step 7: Test Extensively
Testing Checklist:
* [ ] Can complete lap without crashing
* [ ] Jump is clearable at normal speed
* [ ] Hairpin requires skill but isn't impossible
* [ ] No floating/disconnected pieces
* [ ] Checkpoints placed logically
* [ ] Track flows smoothly
Common Test Fixes:
* Jump too short? Increase launch ramp angle or add boost before ramp
* Hairpin too hard? Widen turn or add slight banking
* Track feels slow? Add boost pads or widen corners
Section 5: Design Principles for Great Tracks
#### Principle 1: Flow
Flow is the holy grail of track design. A track has good flow when:
* Players can anticipate what's coming
* Speed is maintained without constant braking
* Transitions between sections feel natural
How to Achieve Flow:
#### Principle 2: Risk vs Reward
Give players choices:
* Safe Line: Slower but more forgiving
* Optimal Line: Faster but requires precision
* Shortcut: High-risk, high-reward alternate path
Example: Add two routes around a hairpin:
* Outer route: Easier, adds 2 seconds
* Inner route: Tight, risky, saves time if perfect
#### Principle 3: Visual Clarity
Players can't enjoy your track if they can't see it!
Best Practices:
* Use contrasting colors for track and background
* Place lights/markers at blind turns
* Avoid visual clutter in racing line
* Test in different camera angles
#### Principle 4: Difficulty Curve
Structure your track like a story:
* Act 1 (Opening 25%): Warm-up. Simple sections. Build confidence.
* Act 2 (Middle 50%): Main challenges. Signature elements. Test skills.
* Act 3 (Final 25%): Climax + resolution. Hardest section followed by satisfying finish straight.
Anti-Pattern: Don't make first turn the hardest. Players need time to learn the track!
#### Principle 5: Respect Player Time
Bad tracks waste player time:
* Checkpoints too far apart (frustration)
* Impossible sections (rage quit)
* Boring long straights (boredom)
Good tracks value player time:
* Fair checkpoints (every 20-30 seconds of racing)
* Challenging but achievable design
* Constant engagement
Section 6: Common Beginner Mistakes
Learn from these frequent errors:
#### Mistake 1: Impossible Jumps
Problem: Launch ramp angle vs gap distance mismatch.
Solution:
* Calculate roughly: 45° ramp = 15m max jump
* Always test jumps from slowest possible approach speed
* Add boost pad before jump if needed for consistency
#### Mistake 2: Grid Misalignment
Problem: Pieces slightly off-grid, causing gaps or overlaps.
Solution:
* Enable "Snap to Grid" (usually default)
* Use alignment tools (some editors have "Align to Previous Piece" button)
* When in doubt, delete and re-place piece
#### Mistake 3: No Checkpoints
Problem: Players crash and restart from beginning.
Solution:
* Rule of thumb: Checkpoint every 300-500m or after difficult sections
* Test by crashing intentionally - do you want to repeat everything before this point?
#### Mistake 4: Confusing Layout
Problem: Players get lost or take wrong turns.
Solution:
* Use arrows/signs to indicate direction
* Make correct path more visually obvious
* Add barriers to block incorrect routes
#### Mistake 5: Overdesigning
Problem: Track has too many ideas crammed together.
Solution:
* Pick 1-3 signature elements (e.g., "the triple loop" or "the cliff jump")
* Focus on executing those perfectly
* Save other ideas for Track v2.0
Section 7: Publishing Your Track
Once your track is polished:
#### Step 1: Finalize Metadata
Click "Track Settings" and fill out:
Track Name:
* Be descriptive but concise
* Good: "Sunset Hairpin Circuit"
* Bad: "My Track v3 Final REAL"
Description:
* Mention difficulty: "Beginner-friendly" or "Expert-level jumps"
* Highlight key features: "Features two massive loops and a shortcut through the canyon"
* Gameplay time: "~45 second lap"
Difficulty Tag:
* Be honest! Mislabeling frustrates players
* Easy: Can be completed first try by average player
* Medium: Requires practice, some tricky sections
* Hard: Demands skill, multiple challenging segments
* Expert/Impossible: Only for top-tier players
Tags/Categories:
* Racing, Drift, Stunt, Technical, Speed, etc.
* Check 2-3 that fit best
#### Step 2: Generate Track Code
Example Code Format:
Example: PolyTrack_v2_AAB1234XYZ...
#### Step 3: Share with Community
Option 1: Submit to PolyTrackCodes.com
Option 2: Share on Social
* Post code in Discord/Reddit
* Include screenshot or gameplay video
* Explain what makes your track unique
Option 3: Private Sharing
* Send code directly to friends
* They import using method from Import Guide
Section 8: Advanced Techniques (Preview)
Once you've mastered basics, explore:
#### Scripting (Advanced Editors Only)
* Moving obstacles
* Timed gates
* Environmental hazards
#### Theming
* Consistent visual style
* Custom skyboxes/backgrounds
* Atmospheric effects (fog, lighting)
#### Remixing
* Start with existing popular track
* Modify one element radically
* Publish as "X Track Remix"
* Always credit original creator!
Section 9: Getting Feedback
Your first tracks won't be perfect. That's okay!
Where to Get Feedback:
How to Accept Critique:
* Don't take it personally
* Separate subjective taste from objective flaws
* If 3+ people mention same issue, it's probably valid
* Thank critics - they spent time helping you improve!
Conclusion: Your Track Building Journey Starts Now
You now have the knowledge to:
* Navigate the PolyTrack track editor
* Place and connect track pieces
* Design a fun, flowing circuit
* Publish and share your creation
Your Action Items:
Every master track creator started exactly where you are now. The difference between them and beginners? They hit "Save" and "Publish."
Your first track doesn't have to be perfect. It just has to be yours.
Happy building! 🏗️