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When a Reddit user drops a track with the caption " Joooo check out my new track if you dare " and players in the replies are confessing it took them significant time just to find the first checkpoint , you know you're in for a sweaty session.
The Vibe (Overview)
When a Reddit user drops a track with the caption "Joooo check out my new track if you dare" and players in the replies are confessing it took them significant time just to find the first checkpoint, you know you're in for a sweaty session. u/Complete-Honeydew-91 has cooked up a diabolical stunt track that operates more like a physics puzzle than a traditional race.
Looking at the layout, this isn't about top speed—it's about surviving a gauntlet of continuous, stomach-churning vertical loops seamlessly chained into one another. The track is a brutal minimalist sculpture of half-pipes and 360-degree loops suspended over a green void. There are no guardrails, no forgiving straightaways to bleed off momentum, and zero room for error. It's a pure skill check for your roll control and spatial awareness.
The Datamine (Nerd Stats)
While this track utilizes the newer PolyTrack2 encoding format, the geometry payload speaks volumes:
Every block here serves a purpose: disorientation. The density of the loops means the camera is constantly rotating, fighting against the player's sense of up and down.
Sector Breakdown (Difficulty Analysis)
This track earns a solid Hard rating purely because of the sheer density of consecutive loops and the massive momentum traps they create.
Sweaty Speedrun Strats
Meta Car Choice: Rally Car. You need the softer suspension to absorb the brutal G-forces at the bottom of these consecutive loops. The Formula car will bottom out and lose grip, while the Sport car is too bouncy on the irregular landing angles. Rally gives you the necessary grip and shock absorption to survive the transitions.
Community Track #200: Custom Track is a hard stunt track from u/Complete-Honeydew-91. It is best approached as a test of jump angle, air control, loop speed, and landing straight enough to keep the next section alive.
treat each jump or loop as a checkpoint puzzle, then join the sections once the landings feel predictable
Watch for overcorrecting in the air; small inputs usually save more runs than full steering swings.
A hard track usually has at least one punishing section, so progress is often measured by cleaner splits rather than immediate completion.
Break the run into sections and practice the hardest checkpoint repeatedly. This code uses the newer PolyTrack import format and can also be tested in Review Racer when available. Extra tags for this page: Technical, Reddit, Loops.
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