File: http://www.mediafire.com/download/6cudv ... yBlood.zip
Another HellbenderRace in a style similar to HeavenRace - this one is a bit shorter (first two objectives anyway, third is quite long) and is fairly well paced. I guess you could call it an 'industrial' setting - it's a HellbenderRace set in the style of CTF-ElectricFields. It has a rollercoaster track, with a lot of drops and turns, and all areas are connected by a sequence of bridges and lifts. Some of these bridges are not connected to any particular objective event and have to be manually triggered via a switch (the idea was already embedded in the original, so I decided to stick with it. Not sure how well it'll turn out, but we've mooted the idea before and I have set out signs telling players how to access the bridges). Vehicles are TWB and Levelers, with one Raptor per team. Three objectives, two garages.
I had intended to convert the original BSP track through to a mesh, but decided the track didn't actually look too bad. It's far less messy than many other tracks and, having started to mesh up the spawn areas, decided that I wasn't convinced that the mesh would look any better. I did make some track extension with the mesh and the route out of blue spawn is mesh, but I mainly just retextured and then relit the map. There may be two issues: 1). There are two 'steep' sections which are only accessible with nitro (I've set a 'speed' warning); indeed for one of the sections I had to leave in the original turbo boost to get over it (no issues with the boost). This may have to be changed though. 2). One section is a bit 'bumpy' (it can be seen in the background of the first screenshot. It's the worst section of BSP in the map). It's not too bad, but some people may complain - I'd then convert that to mesh.

