Okay, so there are three possibilities:
1. The autocross cone course. If there's a track editor at all, this will be the first option. It would be fairly easy to implement, just drawing a line on an open lot making whatever course you wanted. It
should have a minimum turning radius to keep kids from making physically impossible turns. Then when you're done, the course tool would populate the route with cones set precisely and neatly, probably with a choice of colors. You could define the width of the course for easier or harder difficulty. And optionally, you could have a finish line with a "braking patch" to see if you can stop the car in time. There could even be bronze, silver and gold limits rewarding prize money. While this sounds boring to me, it would be fun for many to set up an autocross event and see who has the best touch.
2. Pre-defined racing environs. By this, I mean an environment like Test Drive Unlimited, in which a city/rural/country region is mapped in great detail, and courses are created by connecting points along established streets and roads, either in a circuit or point to point routes. Minus the traffic of course.
This is more like it, and I've actually been lobbying for this off and on since 2005. A properly varied city layout would give you the possibility to make some decently varied and challenging courses that aren't simply a bunch of right angle turns. Think Rome, Paris, George V. And if you provide terrain all the way out to the country, especially mountainous land, you could have thrilling point to point rally stages. This could quite possibly be in GT5.
3. A true "from scratch" map generator. This one is a little tricky, and I know several of you groan about it, but listen.
I've been playing ModNation Racers, and it features the most amazing track creator I've ever seen for a racing game. You're given four basic terrain types or "themes," and within the bounds given you, which are surprisingly huge, you can make some long, varied courses with as many turns, hills, inclines and dips as the game budget will allow. And the budget is quite big.
The tools are intricate but surprisingly easy to use, and give you the power to create a crazy assortment of terrain by simply dragging a target around on the ground and "painting" elevations or hollows. And you can use almost any method you want to start with: either whip up some terrain first or lay a course, and you can edit either one as you go. Go over hills or
through them to create channels or tunnels. And you can populate the landscape with a staggering amount of assets from trees, shrubs and grass to buildings, course markers, all sorts of objects you can knock around, to silly things like sheep and cows. Don't want to take the time to mess with all that? "Auto populate" will lay all this down for you, and it looks very realistic and natural, not random. And then if you want, go in and edit the terrain further to tweak it to your liking.
I laid down a rough version of Trial Mountain, and it seems to have the length of that majestic track. For a ModNation course it's kind of boring, but it's a testament to how much you can create in the game engine, and it seems the creators use the exact same tools you have available, so how cool is that?
While this is a bit far fetched to see in GT5, the fact that it's been done so "easily" in ModNation Racers, and the fact that these PS3 developers freely share technology with each other, means that there is a weeeeeee chance you could find something like this in GT5. While I didn't think much of this sort of thing before, like Photo Mode, it was just taking the time to give it a try to see how incredible such a feature is.
And as always, if you don't like it, just ignore that it's there. Problem solved.
