How a championship route gets charted
Inside the Level Editor
Every stage in the championship starts in the same place: a fly-camera over baked Martian terrain, a spawn point dropped on a ridge, and a chain of checkpoints dragged out across the ground until the route reads right at speed. This is the tool that work happens in.
// WORKSHOP ACCESS — INTERNAL
The editor is a development tool. It runs on a local machine alongside the game's source, so it is not something you can open from this site. Opening it up to pilots one day is on the table — no promise, no date. What you can drive today is the stage list.
What the editor does
Stage terrain
Routes are laid out over baked Martian heightmaps — the same basins, dunes, and ridgelines the championship runs on, not flat-plane test tracks.
Instant test drives
Editing and driving are one keystroke apart. A route that feels wrong at speed gets a checkpoint dragged and driven again, until the rhythm holds.
Checkpoint craft
Checkpoint placement is the whole art of rally design: gate width and approach angle decide whether a corner is a flat-out sweep or a handbrake moment.
Straight to the roster
A finished route saves as a stage manifest — a start position and a checkpoint chain. That file is what makes a terrain square drivable, on the site and in the game, with no patch and no download.
Design notes from the championship stages
The championship's own stages are the editor's portfolio — every route was placed with the same spawn-and-checkpoint tools. Stage 3 is the argument for tight spacing: eight gates over 1,164 m, the first two set 51 m and 75 m off the line so the stage asks its hardest question before you have settled. Stage 2 answers it at length, twelve gates over 2,306 m with up to 369 m of open ground between them. Drive them back to back and the craft is legible — where a gate is set is where the corner is made.