Track Topology
We decided that we wanted the track to feel much more alive in RR4, and less flat. If you look at the generations of Rush Rally, you will notice that the track itself started quite flat and progressively moved towards a more bumpy surface. When playing other AAA rally games, it is clear that their drivable surface is way more bumpy and with this comes extra skill required to navigate the track.
For RR4 I want to be careful not to make the game too hard to play, the physics are already highly praised, but by making the tracks more technical we could end up in a situation where the game becomes less fun as it is too hard to play. So this then becomes a delicate balance.
In the end we decided to keep it smoothish but with distinguishable features, in the shots below you'll see the track really falls off on the edges to create a raised road effect, which when you start to drive off really adds to the high octane rally feeling. We have also added a lot more camber and jumps to make it just generally more fun and diverse.
For the jumps I'm planning on adding some more TSO objects (banners that go up the sides and over the top) around them to make it look and feel more World Rally like.