- target (3 laps)
- 1:30.00
- per lap
- 30.0 s
- record
- 0:42.14
- lap length
- 295 m
- width
- 23 m
- corners
- 5
The map as the game's menu draws it, seen from above like the in-game camera. The dot is the start line.

Overview
Sweepers has 5 corners, 4 right-hand and 1 left-hand, turning through 450° in total on a 295 m lap. The tightest corner has a 16 m radius. At 23 m wide it is one of the roomier tracks, forgiving while you learn to hold an angle.
To beat the target you need an average of 30.0 s a lap. Corners swap direction, so the transitions between them decide the lap.
Corner by corner
| # | Corner | Turns | Angle | Radius | How to take it |
|---|---|---|---|---|---|
| 1 | Wide right | right | 90° | 26 m | Fast sweeper. Enter with speed and a small angle; too much angle here only costs time. |
| 2 | Tight right | right | 90° | 16 m | Medium. Tap in before the apex and hold a moderate angle with the throttle. |
| 3 | Long right | right | 135° | 20 m | Medium. Tap in before the apex and hold a moderate angle with the throttle. |
| 4 | Flick left | left | 45° | 20 m | Kink / flick. Barely a corner: a quick weight swing, keep the throttle pinned and link it into the next one. |
| 5 | Last right | right | 90° | 22 m | Fast sweeper. Enter with speed and a small angle; too much angle here only costs time. |
What hairpins, chicanes and sweepers are and the line through each: corner types and how to drift them.
Sweeper corners: the long right into the flick
A sweeper is a long, open bend you take fast, and this track is a lesson in three of them: a wide 26 m right, a tighter 16 m right and a long 20 m right that turns you through 135°. The hint names the key part: "link the long right into the flick". Straight out of that long right comes a 45° flick to the left on the same 20 m radius, then 10 m of straight and the last 22 m right.
The line through a sweeper is the classic one, outside, inside, outside, with one smooth apex. What makes the long right special is what comes after it. If you run all the way out to the left edge on exit, as you would on a normal corner, you are on the inside of the left-hand flick with no room to set it up. Instead, apex the long right a little late and let the car run out only to the middle of the road; the flick then carries you across to the left edge, which is exactly the outside of the last right-hander.
How to drift it. One long slide at a shallow angle, held with the throttle: more throttle for more angle, less for less. The car's steering lock shrinks with speed, from about 20° at 72 km/h to 7° at 160 km/h, so sweepers want small, early inputs rather than corrections. The flick is a transition, not a new corner: as the long right ends, ease off the throttle, let the rear swing the other way and catch it. Keep the slide unbroken and the drift multiplier carries on climbing from the long right through the flick.
Don't forget the tight one. The 16 m right in the middle of the lap is tighter than it looks on a 23 m road: its inside wall runs on a 4.5 m radius. Brake for it in a straight line; a sweeper-style entry there ends in the outside wall.
More on this kind of bend: corner types: sweeper and kinks and flicks. The Oval is nothing but two long sweepers if you want to practise the slide on its own.
The record
The current record on Sweepers is 0:42.14 by eXXXpert, 47.9 s under the target, with 39 drivers on the board. Think you can beat it? Sign in with X in the game and your fastest run goes up under your @handle.
Tips
- Drive one clean lap first: any wall contact restarts the run, and your ghost only records runs you finish.
- Once you have a personal best, race its ghost and watch the checkpoint splits to find the corner that costs you time.
- Use the width: a wide entry lets you start the slide early and carry more speed through the apex.
- New to the technique? How to drift with a keyboard covers handbrake entry, counter-steer and linking.