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Crash Team Racing Nitro-Fueled revealed, coming June 2019

Quote:Crash is back in the driver’s seat! Get ready to go fur-throttle with Crash™ Team Racing Nitro-Fueled. It’s the authentic CTR experience, now fully-remastered and revved up to the max:

• Start your engines with the original game modes, characters, tracks, power-ups, weapons and controls
• Power slide to glory in additional karts and tracks from beyond the original game
• Race online with friends and Crash the competition with online leaderboards

With Crash™ Team Racing Nitro-Fueled, the stakes are high and the competition is fierce. It's the CTR you love, now kicked into the highest gear.
Flaflo likes this post
There's a new screenshot that's not on the Activision Press site, officially posted by the Crash Bandicoot account
[Image: Du33_QVW4AAaRsW.jpg:orig]
And now its finally time for the first concept art for Crash Cove in NF!
[Image: Du9GpycV4AAPz29.jpg:orig]
Late post but whatever, here's the latest on Crash Team Racing Nitro-Fueled

Dingo Canyon

[Image: LeG1J2J.jpg]


Cortex Castle
[Image: dCAcyaD.jpg]

Concept Art:
[Image: tKrSAp7.jpg]
When you mod the Unreal-game, and are willing to replace the models and their animations with custom ones you made with Blender, or add new ones alongside them, do you need to know exactly what size the character models are in the game you're modding and how the animations are seperated, or can they be fixed after importation?

Been thinking that if CTR Nitro-Fueled gets a PC port, I could make a full classic mod for it. I can't have neither game or Unreal, cause I have a 32-bit Windows 7, Unreal is only available for 64-bits, and Nitro-Fueled requires an expensive, exaggerated high-end and the damn Steam account. So I'm gonna need other people who have Unreal to inform me about game's file structure, import the assets I send, and modify the game how I instruct.
[Image: 7zR9iXc.jpg]

New screenshot for Cortex Castle

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