Airframe Ultra Tracks
Vote with your feet in Warehouse. The six beta courses all brawl, and shortcuts are a running joke.
Airframe Ultra does not give you a static cup list. You spawn in Warehouse, you race a circuit of three events with points carrying over, and between races you vote by walking into a highlighted zone. Two random tracks appear on the board. Most feet wins. Ties break randomly. Learn the courses before you AFK in a corner, or the board will send you into Estate’s mansion with a Vector and a dream.
Betas have used Warehouse as lobby plus six race maps: Storm Drain, Quarry, Night Ride, Chasm, Ocean Drive, and Estate. Art has also shown Docks, Hanging Gardens, and Sunset City; those were unreleased in these tests. Shortcuts exist. The developers have joked that they know you are breaking geometry, and some skips get patched. Learn the intended line first.
Warehouse: lobby you can walk
Warehouse is where a room starts. In the February 2026 open-beta flow you are already in the space — no separate ready cage. When the host opens voting or the lobby timer dies, two tracks highlight. Walk into the zone in front of the board. If you cannot translate an airframe through a warehouse without hitting a pillar, you are not ready for Ocean Drive traffic. People will brawl here; that is not the scoring circuit. Check bike HP and coolant, then stand in a zone. Ties break randomly.
Storm Drain
Storm Drain is the oldest course in the public tests, and it came back with weather. Rain cuts visibility. Water level can change across the match. There is a low arena pocket that has trapped players in standing water; do not vote this map with a Heavy that cannot jump-forward-kick out of a puddle. The drain wants analog throttle and brake-pitch. Hopper’s vertical boost is useful on lips. Fight on dry platforms. Pair this with controls if airborne brake still feels like a slow-down instead of a nose tool.
Quarry and Night Ride
Quarry is a pit with teeth. Elevation punishes Cruiser’s slow start and rewards grounded boost into a ramp. Drops into the pit are KOs waiting for a Hopper who boosted up instead of forward. Arenas are wide enough that a Minigun feels clever until a traffic sign arrives.
Night Ride is the highway at night. Sightlines lie. This is a coolant-management map: long enough to overheat if you pin throttle, dark enough that a dry-boost into a barrier is a full restart. Ducking through fire is fine; duck does not resist damage as of beta 0.31. Expect flashbangs and bad depth perception in the arena.
Chasm, Ocean Drive, and Estate
Chasm is a hole with opinions. Airtime is mandatory, landings are the skill, and KOs happen because someone jumped as a fidget. Brake in the air. Hopper belongs here more than on Ocean Drive’s ceilinged highway.
Ocean Drive starts high beside a massive megashipyard in Slabtown, then dumps you onto a narrow coastal highway with NPC traffic, down into a shantytown, through drainage sluices, and out onto the water. Low ceilings on the early road slap Vector boosts into the roof; boosting as the road kinks up can save you. Cruiser likes the long grounded pulls. Arenas in the shipyard clutter are melee heaven.
Estate is the mansion. You race a cliff wall, trespass a yard, and then the house eats the pack. Interiors murder unplanned boosts. Shotguns and flashbangs outplay Miniguns. If you are still learning dismount timing, this is a second-circuit vote, not a first-hour vote. Read combat before you treat the foyer like a racetrack.
Unreleased maps and shortcut manners
Docks, Hanging Gardens, and Sunset City have shown up in art. They were not in the closed-beta pools this page is based on, and they were not in the February 23–March 2 2026 open-beta list (Ocean Drive, Chasm, Night Ride, Storm Drain, Quarry, Estate, plus Warehouse). Do not write as if you have raced them.
Shortcuts: yes. Akupara’s beta notes shrugged at skips, then noted that some got patched. Using a skip in a public lobby that did not agree to sequence breaks is how you empty a room. The intended line is what boosting is for: coolant, not a wall-clip. Rank chassis on the tier list before you vote Vector into Estate.
If the demo download has shrunk back to a tutorial loop, none of these votes matter until you read the demo guide. For first-hour order, stay with How to Play, pick Bluntnose, and treat Warehouse as part of the match, not the menu.
Frequently Asked Questions
Quick answers for racers still learning Megacity West.
How does track voting work?
Between races you are in Warehouse. Two random tracks highlight. Walk into the glowing zone to vote. Most players in a zone wins; ties break randomly.
Which tracks showed up in the betas?
Warehouse plus Storm Drain, Quarry, Night Ride, Chasm, Ocean Drive, and Estate. The February 2026 open beta used all of those previous-beta courses on the demo download.
Are Docks, Hanging Gardens, and Sunset City playable?
Not in the tests this page covers. They appear in art. Treat them as unreleased until Steam news or a beta notes say otherwise.
Do shortcuts still work?
Some do, some got patched, and the developers have joked about the whole genre of skip. Learn the real line first. Do not assume a closed-beta clip survived.
What should I vote as a new rider?
Quarry or Night Ride over Estate interiors. Stay on Bluntnose. If Storm Drain's water is in the build, avoid the known sink pocket. See How to Play.
Is Warehouse a real track?
It is the lobby, the vote, and a combat sandbox. Circuit scoring happens on the six race maps. Still: learn to ride it, because that is where every room begins.