Uploaded May 2019 | Updated September 2026, 2 weeks ago
No0bz vs. No0bz v.2
D10 Race WR - 44.55 (-0.02 on Shelly)
CPs:
5.42
11.50
20.08
23.90
27.21
33.88
40.21
There's lots to say about this one. I got the WR with 44.86 almost 4 years ago, beating KoS. Then 2 years ago KoS got the WR back with .72 and was 1 day later immediately smashed by Shelly with a .57. At the time, both KoS and I believed the fight was over and .57 would stay forever, despite him having an imperfect first half. This was because his grass section at the end completely blitzed anything anyone had done before.
A couple weeks back, I started (skeptically) hunting this with Raizo. It took me a while to get back into form, but, one section at a time, I started really improving. At this stage, I just wanted to beat KoS. But, about a week ago, I started getting the hang of this grass section at the end. I realised that there's really no special tricks to it at all, and that I could repeat it. This really motivated me to get the WR again.
This track has lots of little things that you have to do right or else you'll lose a lot of time. The first cut, obviously is one. For the jump after the freewheel, its really important to let your nose go down with a late-ish airbrake. This makes your car flat for the next jump off the platform, which saves a lot of time. Ideally, the small transition (from the blue ground to the normal track) should be nodrift. In this run, I went too tight and drifted a little bit, which lost me quite a bit of speed, probably costing 0.10 - 0.15 ish.
The jump to the 4th cp is definitely the hardest part of the track. It's completely blind and you HAVE to avoid the pole rail (even the orange part around it), because its a guaranteed bug. You also need to avoid the left side rail, and the platform obstacle on the left.This means you have a region of the track which is maybe 1.5x the width of the car to aim for. I'm starting to believe that, with IDEAL speed at CP3, this jump may even be impossible altogether (the platform closes off all possible angles). In this run, after CP3, you can see that I never crossed the centre line before the jump (as a small guide for you). Try and jump from as close to the rail as possible without touching it (also a guaranteed bug). This will give you the best possible angle for this jump. Try to land with the car parallel with the road. It's possible to have the nose pointing slightly right, but this makes it a lot harder to do the next jump.
You have less than a second to line up the jump from CP4-5, so you need to maximize your chances. The jump isn't too hard, but because there's so little time to line it up, I basically get forced to jump onto a random part of the track before CP5. Try to avoid jumping from the rail. It's way easier, but much slower. In this run, I did a relatively safe jump (where your front-right wheel is down and the car is facing right a bit). But if you land further right, I think it's possible to completely avoid doing a small auto-drift after you land, giving you a bit more speed (see Shellys run for a decent example).
Try to keep as much speed as you can around CP6 because it helps a lot for the grass. The best advice for the grass I can give is that you need to get the line and angle of the car right at the jump and do a tight af corner with minimal turning. The trickiest part is that you are blind for the 2nd half of the corner (with cam 1) because the track gets in the way. So you just need to get a feel for it. The angle of your car for the exit transition back on to the track is also vital. You should basically be forced right to the outside edge of the track because of your speed if you get it right (compare KoS/Shelly run if you want to see what to do and what not to do).
Doing the grass right gives you a hell of a lot more speed for the last corner, which always takes me by surprise. I turned (maybe) too early for the last corner, so I freaked out and released the turn for a fraction of a second, which caused me to go way too wide. This forced me to do a bit of acrobatics on my entrance to the grass in order to avoid the poles. It was wayyyy too close for comfort.
Anyway, about 0.20 more here is possible at least. If I get time, I'll try and improve. If I don't beat this some time soon, I imagine Raizo will.
Music: Wilkinson - All For You (ft. Karen Harding)
JaV
No0bz vs. No0bz v.2
D10 Race WR - 44.55 (-0.02 on Shelly)
CPs:
5.42
11.50
20.08
23.90
27.21
33.88
40.21
There's lots to say about this one. I got the WR with 44.86 almost 4 years ago, beating KoS. Then 2 years ago KoS got the WR back with .72 and was 1 day later immediately smashed by Shelly with a .57. At the time, both KoS and I believed the fight was over and .57 would stay forever, despite him having an imperfect first half. This was because his grass section at the end completely blitzed anything anyone had done before.
A couple weeks back, I started (skeptically) hunting this with Raizo. It took me a while to get back into form, but, one section at a time, I started really improving. At this stage, I just wanted to beat KoS. But, about a week ago, I started getting the hang of this grass section at the end. I realised that there's really no special tricks to it at all, and that I could repeat it. This really motivated me to get the WR again.
This track has lots of little things that you have to do right or else you'll lose a lot of time. The first cut, obviously is one. For the jump after the freewheel, its really important to let your nose go down with a late-ish airbrake. This makes your car flat for the next jump off the platform, which saves a lot of time. Ideally, the small transition (from the blue ground to the normal track) should be nodrift. In this run, I went too tight and drifted a little bit, which lost me quite a bit of speed, probably costing 0.10 - 0.15 ish.
The jump to the 4th cp is definitely the hardest part of the track. It's completely blind and you HAVE to avoid the pole rail (even the orange part around it), because its a guaranteed bug. You also need to avoid the left side rail, and the platform obstacle on the left.This means you have a region of the track which is maybe 1.5x the width of the car to aim for. I'm starting to believe that, with IDEAL speed at CP3, this jump may even be impossible altogether (the platform closes off all possible angles). In this run, after CP3, you can see that I never crossed the centre line before the jump (as a small guide for you). Try and jump from as close to the rail as possible without touching it (also a guaranteed bug). This will give you the best possible angle for this jump. Try to land with the car parallel with the road. It's possible to have the nose pointing slightly right, but this makes it a lot harder to do the next jump.
You have less than a second to line up the jump from CP4-5, so you need to maximize your chances. The jump isn't too hard, but because there's so little time to line it up, I basically get forced to jump onto a random part of the track before CP5. Try to avoid jumping from the rail. It's way easier, but much slower. In this run, I did a relatively safe jump (where your front-right wheel is down and the car is facing right a bit). But if you land further right, I think it's possible to completely avoid doing a small auto-drift after you land, giving you a bit more speed (see Shellys run for a decent example).
Try to keep as much speed as you can around CP6 because it helps a lot for the grass. The best advice for the grass I can give is that you need to get the line and angle of the car right at the jump and do a tight af corner with minimal turning. The trickiest part is that you are blind for the 2nd half of the corner (with cam 1) because the track gets in the way. So you just need to get a feel for it. The angle of your car for the exit transition back on to the track is also vital. You should basically be forced right to the outside edge of the track because of your speed if you get it right (compare KoS/Shelly run if you want to see what to do and what not to do).
Doing the grass right gives you a hell of a lot more speed for the last corner, which always takes me by surprise. I turned (maybe) too early for the last corner, so I freaked out and released the turn for a fraction of a second, which caused me to go way too wide. This forced me to do a bit of acrobatics on my entrance to the grass in order to avoid the poles. It was wayyyy too close for comfort.
Anyway, about 0.20 more here is possible at least. If I get time, I'll try and improve. If I don't beat this some time soon, I imagine Raizo will.
Music: Wilkinson - All For You (ft. Karen Harding)
JaV



![Nadeo Reverse: The Right Way [Revamp]
Are you sick and tired of shitty nadeo reverse tracks where blocks are added to baby your way through the track backwards? Are you sick and tired of being called a sissy little girl? Try JaVs nadeo reverse tracks for men today!
^^ This is the original description from 2013. Yes, you are not going crazy, this is an old video!
In a spurt of nostalgia, I decided to re-watch a couple old videos of mine this weekend. At the time, I designed a couple of them to include the youtube comments feature as part of the information presented in the videos. But now you can no longer see these comments. So some parts of the videos dont really make sense. Theres also the fact that they kinda dont have great quality... hmm...
So I decided to revamp this video for fun. Everything is the same, but in higher quality. The four maps from the original video are the same, but Ive shown the new and improved WRs instead:
D11-Reverse:
Old WR: 1:03.46 by Maccron
New WR: 58.93 by LeGZero
C06-Reverse:
Old WR: 54.77 by Maccron
New WR: same
D04-Reverse:
Old WR: 1:06.66 by JaV
New WR: 53.55 by JaV
B06-Reverse:
Old WR: 56.60 by Maccron
New WR: 51.65 by JaV
https://tmnforever.tm-exchange.com/main.aspx?action=trackshow&id=3993765#auto
https://tmnforever.tm-exchange.com/main.aspx?action=trackshow&id=4649654#auto
https://tmnforever.tm-exchange.com/main.aspx?action=trackshow&id=4655525#auto
https://tmnforever.tm-exchange.com/main.aspx?action=trackshow&id=4651246#auto
The D11 and B06 WRs done in the new video are actually very old WRs. But the D04 WR is brand new. We played it today and Meh found a couple new cuts/tricks which helped improve the route significantly (pretty sick eh, but 52.xx is possible!). Have a look at the old video to see why the old WR was so slow. If you beat one of these four WRs Ill give you 1,000 cc. (EDIT: D04/C06 have been beaten by raizo. I am still offering 1000 cc each for D11/B06 WRs)
Nadeo reverse maps were great fun back in the day. They essentially created a puzzle. How do you get to all the checkpoints and back to the start (finish) using ONLY the original blocks from the real map. We originally thought many of them would be impossible. But, through a lot of determination, we eventually managed to solve all 65 of them!
I hope you enjoy this nostalgia, if youve been watching since 2013 anyway...
JaV Nadeo Reverse: The Right Way [Revamp]](https://i.ytimg.com/vi/NQwz4rqgEts/mqdefault.jpg)






