Variety and realism were focuses for the tracks: they featured visuals such as forests, Neon Cities, and Canyons, complete with obstacles. The team travelled to photograph the textures. The tracks were constructed in Softimage 3D and converted to PlayStation format mesh data using a custom tool. In response to a common criticism of the original "Destruction Derby", the tracks were designed to be larger and less narrow. The team were inspired by "Daytona"s revolving windmills, and large jumps were implemented to add drama to the tracks. The most realistic aspect of the race tracks was the pit stop, although Edmondson stated that he limited players to one stop because the team did not want to detract from the action and because a penalty system would have added a lot of extra work. Cars nearing destruction were designed to behave in a realistic and unpredictatable fashion through effects such as losing the bonnet (hood) and catching on fire.