Airport Terminal

The Main Terminal.

Airport Terminal Track.

**Airport Terminal** is a track that is first introduced to the player in the beginning of Season Mode, starring as the first race in the first episode, "Rigged to Blow".

## Description

Airport Terminal is set within the fictional environment of Split/Second, Velocity. As it's name states, it takes place at Velocity Airport and serves as an introduction for what the player will be enduring as they begin their seasonal journey. This track is one of few that grants player's to alter the track in any way they like.

Because of the vast area and open-wide roads, the track is available in every game mode with the exception of Survival.

## Track

Racers will be situated and gridded on top of a two-story roadway, with the Terminal's entry in the distance. Travelling along a small straight will lead the racers into a right turn, followed by a long left curve as they drive within the properties of the airport. the road straightens out slightly before approaching a section of the track where the road splits into two, where there are taxis waiting slightly out of view as the player's first powerplay to trigger if necessary.

The road merges into one again and a small left turn is followed before racers approach a helicopter bomber hovering over the road. Going forwards, racers will face a sharp left turn before going deep within the airport. This is followed by a long right turn that curves against one of the airport's main building. This building is the racer's first Level 2 Power-play. When triggered, a series of large explosives will cripple the building and in turn, wreck any racer in the vicinity of the building. After passing by, the road splits into two again momentarily, with one of them being led through a gas station, before merging into one again. The airport's control tower will be visible in the distance, while two buses and a cargo truck rest by roadside at the Departure Section of the airport. This is where the player can do one of two things:

1. If racers have all three power meters full, A route changer icon will be placed on-screen where the control tower stands as they approach it. If selected, explosive charges will dismantle half of the tower's base, leaving the internal structure to show before an explosion occurs right in the communication room, crippling the tower as a whole to where the top portion of the structure collapses onto itself and falls over as the tower falls towards the racers. The top portion of the tower will block the original route, allowing racers to drive on the tarmac of the airport, which leads straight down to the hangers, where the road splits again, with one of them (being a straightaway) contains a shortcut that contains a large yellow lift that upon triggering, will grant players five seconds before it fails and quickly slams to the ground. Going further, they will reach the second open hanger before being met with two gasoline trucks, and a Level 2 Power-play, a communication satellite, where the road comes together with the original course.
2. Continuing the original route will have players go across the tarmac and past the control tower, while in the process, taking a long left bend, going upwards into another section of the terminal, before reaching a sharp right turn, with a parking lot close by, behind some fences. Racers will head straight for a short time before reaching a crooked S-curve, and another helicopter hovering above the track. Racers can also see airplanes either taking off or taxiing into the airport, along with the skyline of Downtown Central in the far distance. Going under the tarmac, racers will be underground for a short time, while three sets of taxis are situated from beginning to end, at this point, the prompt to trigger the communication satellite will appear until passing a certain point, the road will join again at this stage. If said satellite is triggered, it will be detonated from the base as it catches fire. The tower will tip over and break the red radar off of the top that will roll onto the track and crush a gasoline truck, exploding it and resting next to said truck.

As the course joins in whole again, racers will drive straight into a left turn, with the third and final helicopter hovering above the track. Continuing ahead will give the prompt to trigger another route changer, where racers can do the following:

1. Continue the route as racers approach Lap 2, going through the terminal again.
2. Trigger the route changer. Doing so will have explosive charges destroy the other stretch of road that racers once treaded upon, collapsing it while creating a natural jump and will forcefully open up the underground car park, awaiting vicious powerplays.

If racers chose to trigger the Road Route Changer, they will approach an underground car park, with cars that are rigged with explosives that will jolt racers side to side if caught near the middle of detonation. The road splits into two again, with the right lane having a small tank that will explode if triggered. This is followed by both lanes taking a very sharp left turn, along with the second car park powerplay that if triggered, will jolt racers back and forth for a few seconds. Just ahead will be a jump that will take racers onto the stretch of road where the Departure station is.

If racers have a full power meter, they can call in "The Big Guy" in the form of a Level 2 Power-play. Triggering this will lead to racers hearing static illegible radio chatter as they reach the tarmac again. In the distance, a light grey and blue striped cargo plane will burn out it's inner engines before crash landing onto the tarmac, creating a fiery wreckage that it leaves behind as it gets it's outer engines ripped off both wings, slowly leans to the left before sliding into the destroyed control tower where only the tail end of the plane will remain.

Continuing onto the final lap will also grant racers to trigger another route changer before reaching the start/finish line. Whether triggered or not is up to the player's preference but if triggered, it will destroy another section of road that will warp and lean into the terminal's loading bay. With the road being split in two again, racers can go the small hairpin path or risk going under a passenger plane's fuselage that when triggered, will result in a fatal wreck if right under it. Racers will continue straight where they will be met with two more gasoline trucks before going onto the tarmac again and continuing the route that the near-by control tower has set for them.

## Power-Plays

Of all powerplays in Airport Terminal, originally 29 powerplays were planned for this track, with 4 being set for Level 2, and 25 were set for Level 1, but were all removed before release.

In release, there are **3** Level 2 Power-plays and **21** Level 1 Power-plays, **24** in total. These include the following:

* **5** Sets of Taxis ( Originally **8, 3** were removed. )
* **One** cargo plane
* **One** terminal facade
* **2** buses
* **One** cargo truck
* **One** gas station
* **2** underground car parks
* **One** small tanker
* **One** airplane fuselage
* **4** gasoline trucks ( **One** was replaced with a different powerplay. )
* **One** communication satellite
* **3** helicopter bombers
* **One** Monorail Car Park
* **One** Skywalk Terminal Facade
	+ Returns in PSP.

## Replays

There were a total of **11** Instant Replays in Airport Terminal and only **10** made it to retail. The carnage can be replayed for the following:

* **Two** for the Cargo Plane
* **Two** for the Control Tower Route Changer
* **Two** for the Roadway Route Changer
* **Two** for the communication satellite
* **One** for the gas station.
* **One** for the Terminal Facade
* **One** Skywalk Terminal Facade with Billboards (disabled)

## Unlockable Stickers

Frequent Flyer - In an event, wreck 3 rivals by crash landing a plane.Zero To Hero - Use a route changer to go from 8th to 1st place.
## Gallery

The old road to the Monorail Car Park in the E3 footage.

## Trivia

* Many changes were made to Airport Terminal during it's development, including one route changer layout, many removed powerplays, removed environment props and a blue and red striped cargo plane.
	+ The Skywalk Terminal Facade served as a Level 2 power-play, than when triggered, will bring billboards and majority of the structure towards the road.
	+ Buses and Taxis served as extra powerplays in the underground car park.
	+ In Detonator, the yellow lift shortcut was originally going to open as the player approached it.
	+ The road going up to the Monorail Car Park is blocked off by barriers and instead will have the players go through the side road next to it. This road was once open during the E# stages of development.
	+ The Monorail Powerplay was going to have an actual Monorail Train go through the building and explode. Shown in E3 gameplay, this has been cut, and turned into a Car Park instead.
		- The Monorail Train goes through the building and explodes in the PSP Version.
* In Quickplay, one can see clips of the old map being driven on by a Ryback Mohawk in all of the game modes present.
* In the Beta, when the player finishes the race, the communication satellite is shown being destroyed as the results are displayed.
	+ This was changed to the Terminal being destroyed in the retail version.
* The Convention Center Tower from Downtown Central, along with the skyline can be seen in the far distance from the airplane runway.
	+ This track, alongside Port Bridge, Dry Docks, and Canyon are the only tracks in which the city skyline can be seen from a distance.
* Airport Terminal and Dry Docks are the only two racetracks that have 3 route changers.
* Airport Terminal and Quarry are the only maps that do not share part of their racetrack with any other map. However, because Quarry is a DLC track, Airport Terminal can be considered the only base track in the game to have no connection with any other.
* During development, racers were able to go inside the terminal after triggering the road piece route changer. In this, the sides of the inner terminal's scaffolding can be destroyed with a Level 2 powerplay that will have the sides collapse, along with screen displays spark before impaling the ground.
	+ The PSP version of the game still retains the old version of the map.
	+ In the current version of the map on console, if the player were to reverse into the section you would normally drive through when you activate the third route changer, a level 2 powerplay icon will appear through the walls as the other players pass through the parking garage. This is likely a mistake leftover as the map was remodeled.