StarTrack²: StarValleyC13 by Arkes @BigBang1112tm
StarTrack²: StarValleyC13 by Arkes  @BigBang1112tm
Uploaded December 2019 | Updated September 2026, 1 week ago
StarTrack² has been finally released! Try it now and head over to the title pack store!

There was no doubt that I'd jump right into Valley and see what it offers.
I honestly didn't expect that the maps would be itemless! This is great especially for modifications and I like it more because the maps are then easier to understand.

Arkes already hinted me this a couple of times, so I knew there's something special about StarValleyC13. And boy, Arkes did a job building this one. :D
The scenery made me literally happy. The track looks brand new, fresh, but with that taste of beautiful C13. It's pretty fun either, but I'm going to talk about that more:

The first turn is fine. Even though I don't like roads with close grass, this one is okay to optimize.
The first halfpipe jump is quite traditional, requiring some slow down before jumping. The slow down can be executed by either releasing or doing the autoslide or tap slide with slight releases. I don't think the airtime reduce trick will work here. But it's not a bad jump.
Approaching the second halfpipe jump, this one kinda decides. It's the one which gives you fresh air when you jump through it. It's fun to jump. Though, there are two main issues with it: there are two ending road halfpipes, and there's very highly a possibility to overfly them.
Two road halfpipes are I guess a good solution for inexperienced players, but it really limits the way to jump the halfpipe jump at its best. Replacement for some kind of platform halfpipes would be the best, but I know there are offset issues and nobody probably made something compatible with those road halfpipes. xd The jump I did in the video is pretty much the best way and you have to jump it very specifically.
Second jump halfpipe overfly issue - I saw a car going very close aaaalmost over the fence, and that is bad because then the track becomes unoptimizable pain in the ass. If someone will overfly over the fence on this jump, then I guess I'm done hunting this xD Because getting the overfly would be like 1/200 tries.
The ending is nice and original, drifty turn (I suppose you have to drift here) and it gives the track some freshness once again, but well, I'll be scared a lot of times hereafter doing perfect halfpipe jumps. xD
And also! The track is veeery similarly long to C13. Was that intended? :D I literally think around 29.5xx is a minimum. And Nadeo C13 minimum is around 29.35x.

Nonetheless, very happy that Arkes did this little easter egg. Means a lot!

This is just information taken from a bit over 1-hour session on this track. I'm definitely going to improve this soon and let you know soon about good improvements.

– Music: Dawn Wall - Take Control

– This video is made from the game Trackmania.
nadeo.com

– My Trackmania content will be always free. But you can support it here:
paypal.me/bigbang1112

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StarTrack²: StarValleyC13 by ArkesGRANADY // THE SILENT WINNER – NEM Summer Grinding [1440p]TMUF Island to TM2 Island? [ManiaPlanet]VALLEY D11 – Road to 59Challenge Project - 02 - Quickplay (Day 2)I Have Something for the Trackmania Forever Community [Teaser]Trackmania Forever Menu Music Remix by BigBang1112Water, Clips, Pylons, Terrain | Nations Converter 2 Insights #04 (Trackmania)(OUTDATED) How to extract map from a replay file | GBX.NET Explorer | TrackmaniaDoo - Menus (Realnest Bootleg) [Reloaded]Universe Map Plugin Set – TeaserCONTENT
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StarTrack²: StarValleyC13 by Arkes

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