Freeways

Freeways

35 ratings
Level by level deep dive guide from 46k map
By Satse
UPDATE!!
There is changed for Map2 multiple things.
1. the up&down trick is not giving concrete benefit. but is same concrete usage than plain road without bridges, it might still help to make straight roads
2. The ability to continue road after connecting is nerfed, which makes drawing order more important
3. The drawing needs more mouse movement to happen, which makes drawing order and might affect to some layouts
4. There is coming separate deepdive guide for map 2. That will take a lot of time, and while doing that I will share some info to screenshots
5. The tolls are changing some ideas, but the point gain from them is not very huge. All points are still welcome, so getting more cars through the tolls without slowing down the traffic is something to look for. Most levels the gain of 3 km/h more speed seems to be worth to big loss in toll points, so be sure to get good traffic flow on those maps still.
6. As there is more traffic in map 2, in general the traffic flow is more valuable than it was in map 1.

This guide will give you idea of my best solutions for each levels, what I have so far. Many of these levels can still be improved, and I hope this guide gives you general idea what to try in each levels.

Special thanks to BierTier -youtuber, his Discord community and CanadaX21, for some findings in game mechanics. Also thanks to multiple 40k players around here, who have gave ideas for many of these levels.
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Introduction
This guide will give you idea of my best solutions for each levels, what I have so far. Of course, many of these levels can still be improved, so feel free to try and get better scores, who knows, maybe you will find a breakthrough and steer us, the whole freeways community, closer to the dreaded 50k. I hope this guide gives you general idea what to try in each levels.

Note that even if the pictures have not been updated and while the up and down tricks does not work anymore, the layouts are same and works well. I am not going to re do all levels (at least for now) and take the re done pictures just to update this guide as it is working otherwise pretty well still.

Special thanks to BierTier -youtuber (check his channel and Freeways series: https://youtube.com/playlist?list=PL4O-dC6ogdu-Q5ERYfmfj3mxnqnqAI_4m), his Discord community and CanadaX21, for some findings in game mechanics. Also thanks to multiple 40k players around here, who have gave ideas for many of these levels.

I will go through some drawing tricks especially playing this game on PC. Those same tricks technically also work in the mobile version as well, but are much harder to replicate. There are special parts for each level to what you need to focus and what are the key elements which defines major part of your score. I will also help you to find the balance between concrete usage and traffic flow since that is one of, or even the most important part of getting a high score. I've furthermore added stats for each of the levels if you are interested. This guide also highlights the layouts I've used, but there might be some small changes if you use some other layout for those levels.

Note that I've spent over 400 hours playing this game, and most of my current scores have been through a lot of trial and error, so if you can't get similar scores, don't think you haven't done well.

Also I can't say my solutions are ultimate best solution every time or drawing order is perfectly best. Those are still which have gave me great scores, so those are not bad. Feel free to investigate and try to find any better solutions. I am interested to hear any better push at any level, what I've got.

Generic tricks, which are first introduced are basic game mechanics, which works for any layout and gets the general idea what to look at when doing any drawings.

But most of all, have fun when playing!

Below the overall map, where you can see all the scores I have each level:
General tips and tricks
Foremost there are few tricks which you should know when starting to do the drawings, if you want to achieve the highest scores:

Don't lose good scores
UPDATE!!
This was earlier challenge and needed some trick, but after the big update to game, you are not losing your scores anymore. Just have fun and try some new layouts and improve your scores.

You can also save your world map or individual levels by taking the save file / folder backup from game files. You can check how to do that from Blue's excellent guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2814351941

I recommend checking that Blue's guide as well, while there are also many good tips for the game, even if there are some same tips I've shared in this guide.

Concrete usage basics:
In the game, there are 3 levels of roads/bridges possible to do. Ground level, level 1 bridge and level 2 bridge. In the update the concrete usage have been reworked and it is described below.

Concrete usage for those are 20 for ground level, 40 for level 1 bridge and 60 for level 2 bridge per unit. An idea, of unit size, you can easily get by clicking once up and once down to create a very short bridge. That bridge is 2 unit long and after that bridge there are 2 units ground level road. Clicking up or down will gave you before 1 unit of free piece of road, but that is not case anymore. You can see the concrete usages of different roads in picture 1 how it was. Now days concrete seems to be calculated correctly, but the info is left here as it explains some old high scores done with this trick.


This same logic works for curves as well, although I am not sure the exact value in different curves. Here is in picture 2 some examples, where connecting straight arrow to road will take 1 unit of concrete, but the right version is 2 units of concrete, while it is one unit to right and one unit down. This should work still, but the benefit for that is not as big.


Basically you should avoid the curves if possible for lower concrete usage, although e.g., some slip-roads and some layouts need some curves. There is no more good trick to do straight lines, but great drawing skill and patience. also Redoing some files can help if the straight road didn't work.

Special thanks to the CanadaX21, who have made both of these pictures.

Bridges:
There are a couple of tricks for bridges. First, connecting to another road is bad thing as you can't grab that bridge anymore. That's why it is almost always better to first do bridge and then create the road under that bridge to get the bridges where you want.

Secondly, when you go over the water, I recommend drawing the landing first and then connect the bridge straight to that landing. You can get a shorter bridge over the water to save some concrete, and you get some more flexibility in tight spaces.

Then there is important to understand how the bridges actually work. The car is basically at the level, which is the highest level under the car. So the car will immediately land back to ground level, when it is not at all overlapping the level 1 bridge. While it is even partly overlapping level 1 bridge, it will drive at the level 1 bridge. That is critical to understand, because you need enough space for landing after the bridges. Otherwise, the cars will drive at same level part of the time and that affects cars waiting the space while the car which should go under the bridge. Look at the picture above, where I've in purpose glitched those cars to crash each other by not giving enough space for landing. Hope so that explains the bridge behaving even slightest.


Connections:
I've not understood the connections very well so far. Although there are some general rules which I have noticed, which I highly recommend following.

  • Try to use connections between 45 degree and 30 degree when possible.
    — A smaller angle and the cars will not slow correctly, and a bigger angle will slow down the cars
  • Check from simulation / car moving animations the problematic connections
  • If there is decent or high traffic, try to unmerge the leaving traffic before merging new traffic
  • If there is low traffic, just use as low amount of concrete for the connection as possible

Those rules are something to take care of, but I will go more deep for those in the layouts in each level, when I am able to.

Slip-roads:
At most of the levels, slip-roads will be needed to connect roads together. The slip-roads are connections as well, so the general rules above will affect also for those. Although extra part to notice there is, based on traffic volume, there is different amount of length you need for slip-road.

Usually there is needed 1,2 or 3 car length slip-roads, so those amount of cars are able to wait to merging for that new level, while not stopping the cars in road where those are unmerging. Again, in low traffic connections, you might need only as low concrete usage from slip-roads as well as possible.

Drawing order:
I know it sounds funny, but the drawing order matters. With some specific order, it is much easier to find places for bridges, and you can more easily get smooth turns for major part of traffic volume. Often you want first draw the roads which have most volume, and roads to define places for bridges. The drawing order is even more crucial after the big update and I've made about 100 point different by changing the drawing order and Not being able to draw some layouts at all with incorrect drawing order.

My drawing orders have founded with trial and error and using those two rules, so I don't say that my drawing orders are best, but based on the scores those should be very good.
General tricks and tips pt2
High and low traffic roads:
Some roads in levels have high volume traffic and some roads have low volume traffic. In the roads with high volume traffic, the connections and slip-roads comes more critical role to improve the traffic flow speed, because those are the places where it easily slows down. In the roads with low volume traffic, the quality of connections etc. are not that important, but the concrete usage is more important. When designing and fixing the layouts, you even need to check if those low traffic volume roads are even necessary, or can you combine those to other roads. If the change in layout saves enough concrete, lower traffic volume might give you a better score.

Speed of vehicles:
There are three type of vehicles in this game.
1. General cars (can be any color, but Yellow or light blue)
2. Buses (Yellow cars)
3. Motorcycles (light blue ones)

Why this is significant? There is different behaving with those vehicles and that affects the flow. General cars drives max 110 km/h with no curves and no connections. Those accelerate medium speed if those have slowed down for any reason. Buses are driving only max 80 km/h and are slow to accelerate. That's why those are usually important to handle and might be even clever to give them their own road, so they don't slow down other traffic. Motorcycles drive max 120 km/h and are fast to accelerate if those have slow down. That typically makes handling those easier.

Point calculation and what it means:
Points have calculated with formula <Traffic flow> * <complexity factor> / (<concrete usage> / 1000)

Basically that means that with 5k concrete usage, you get each extra km/h 1/5 of complexity factor amount of points and with concrete usage of 3k each extra km/h gives extra 1/3 of complexity factor amount of points. That can be used when thinking about, if saved concrete or extra used concrete is probably worth it for overall score.

Many people ask also that what is the complexity factor. It is basically the traffic volume in simulation. More cars in simulation = higher complexity factor. In the simulation there are multiple waves of those cars (which can be visually seen in some of those simulation videos even), but exact numbers are not clear to me and I don't see those matters too much.

That also means, that lower the traffic and therefore complexity factor is, the more important is to save concrete and higher the complexity factor is, the traffic flow will be generally more important.

End words of this section
I think I have covered the most significant and most effective parts of this game in these tips, so let's hop then to the level by level part of this guide. Please let me know if I have forgotten anything, or if you have any extra questions.
Level 1

STATS:
Concrete usage: 2680
Traffic flow: 107 km/h

Drawing order:
1. 101E to 101W
2. 6 to 101E
3. 101W to 101E

General tips:
This is simple level, as everyone knows, who have even started to play this game. The trick for that is drawing the curve for 101 road to both directions, so when road from up is connecting, it does not slow that much. The curve also helps to keep the concrete usage lower, as you need a shorter slip-road to keep the turn enough small that it does not slow down the traffic.

Connections itself are not that busy, so you don't need to make those perfect, more important is to keep the concrete usage low and avoiding too tight turns for the cars, so they don't slow down. The slip-road from 6 to 101W should be about the length of 1 car.

That is one level, where I most probably can still improve my score, while there is some unnecessary concrete used when the lines of roads are not straight enough. The problem there is that, getting 107 km/h traffic flow is not that easy to get.

Otherwise, the picture defines itself best, I think.
Level 2

STATS:
Traffic Flow: 79 km/h
Concrete used: 4360 tons
Complexity factor: 36

Drawing order:
1. 17S to 17N & 17N to 17S
2. 101W to 101E & 101E to 101W
3. Slip-roads & double bridge connection

General tips:
This level idea came originally actually from level 21. The bridges are short enough, that those are not using that much of traffic and those level 2 bridges are actually adding less concrete than you first would imagine. Also this layout lets keeping those main roads as straight as possible.

Overall you should try to keep those slip-roads around 1 car length. And try to keep those connections good, as those are easily slowing down the traffic, if not done well. The layout helps that traffic is not also doubling at any point, which helps to keep traffic flow higher easier.
Level 3

STATS:
Traffic flow: 85 km/h
Concrete used: 2920 tons
Complexity factor: 19

Drawing order:
1. 17N to 11W (note the bridges for 17S roads)
2. 11W to 17N
3. connect 17S & slip-roads

General tips:

This level lower complexity factor should not make you think this is easy level. This level can be very challenging as it is very important to have good slip-roads an connections to avoid traffic slowing down. Also you need to be careful, that you go down to ground level enough early before going under any bridge. You should be ground level around 2 unit of road to have that car really to ground level as well.

Try to make nice curves for roads between 17N and 11W. Basically going more near to 17S saves concrete, but need to be carefull, that it does not slow down traffic with too tight curves

There is also probably some small improvements possible to get, but this score is already very good.
Level 4

STATS:
Traffic flow: 68 km/h
Concrete used: 3620 tons
Complexity factor: 35

Drawing order:
1. Blue to 9, 9 to NBV Hgw, NBV Hgw to 20S & 20S to blue
2. Blue to 20N & 20N to 9
3. Slip-roads

General tips:
The connection from and to 20N is the challenging part. Every other connections are pretty much straight roads from in to out. Be aware that connections are nice and roads are atleast 3 car length, so there is room to wait a while for those cars, when the try to go through that crossing.

Also I've seen score here high as 678, so it is definitely possible to get higher score here, than I have. This have been very hard level to me and needed a lot of tries overall, so don't be ashamed, if this feels hard to get high scores. Because I don't be even near to max score here, I can't be very sure that my way to do this is best, but it have gave me anyway nice score.
Level 5

STATS:
Traffic flow: 56 km/h
concrete used: 3160 tons
complexity factor: 28

Drawing order:
1. 20N to 20S
2. 20S to 20N (Note, that don't do those bridges, those will be done later)
3. 20N to 101E (do bridge for sliproad for 101E to 20S. Then connect to 20S to 20N road, take that road again and do up-down bridge)
4. 101E to 20S (do bridge over 20S to 20N road similar way you did in step 3)
5. connect from 101E to 20N
6. Do sliproad from 20S to 101E

General tips:
This is one of the hardest level to get very good score. Major tip is to have basically 2 roads for yellow buses and 20S to 20N would connect as late as possible. Beside connection for 20S to 20N, the connection for 101E to 20S is crucial part for high scores.

Making the bridges over 20S to 20N road as I recommend, is easier way to have good drawing for the layout and decrease the amount of drawing in very tight space at this level.

My connections for 101E to 20S and 20S to 20N are not most optimal, so there is definitely some improvements possible to do. Still challenging level to anyone.
Level 6

STATS:
Traffic flow: 89 km/h
concrete used: 3260 tons
complexity factor: 30

Drawing order:
1. Start from 4E or 4W and draw the roundabout
2. do the sliproads

General tips:
This is very simple level. If you use the up-down trick, getting the directions for bridges can be bit difficult, but otherwise it is very straight forward level. Just damn big roudabout. Go as close for each roads as possible so connections will be short. Also check that connections are nice and smooth.

Note that going in pink and brown, you can come there from side, which helps you to do bigger roundabout.
Level 7

STATS:
Traffic flow: 80 km/h
concrete used: 4060 tons
complexity factor: 34

Drawing order:
1. Blue to 4W (stop after doing bridge for green to 4S)
2. Green to 4S ( do bridge for 4W to blue)
3. 4W to blue (do bridge for 4S to green)
4. 4S to green (do bridge for blue to 4W)
5. rest of the Blue to 4W
6. Do sliproads for green to 4W and blue & 4S to 4W and blue.
7. Do bridge over slip-roads in phase 6

General tips:
This looks more complicated than it is. When you get the idea, it is even pretty simple layout, even while it is not doubling the traffic anytime any road. Also I am not sure, if that is acutally the best solution, but that's the solution I've got best score so far. Strategy in this level will be replicated in multiple levels later, and is great for levels, where is lots of traffic and you don't want double the traffic.

I would check that each sliproad are atleast 1 car length and connections are as good as possible. Note that bridges work well, even if you go down half unit before the road ends. That way you can ensure, that the bridges are as short as possible.

The optional layout for this would be just doubling traffic instead of those bridges. In that layout there is not that much of matter, what direction the bridges are.

Level 8

STATS:
Traffic flow: 86 km/h
concrete used: 3860 tons
complexity factor

Drawing order:
1. 17S to 17N and 17N to 17S. My personal preference is to start from 17S to 17N
2. Draw roundabout, or should I say ovalabout, and connect the light blue and green road to it
3. Draw slip-roads

General tips:
In this level having as tight oval as possible is beneficial to save concrete. The oval need to be enough wide, so the curves are not too tight. Also connection from light blue and green road to oval should try to have 1 car width between ins and outs, if possible. Roads between 17S and 17N can be as straight as possible and slip-roads should be 1 car length. Especially from oval to 17 it should not be too bad, if the roads are bit under 1 car length.
Level 9

STATS:
Traffic flow: 91 km/h
concrete used: 3180 tons
complexity factor: 25

Drawing order:
1. Draw roundabout from green road to green road.
2. Draw slip-road to light blue and continue that slip-road to purple
3. do connection from light blue to roundabout and make connection from purple to light blue connection.
4. Connect blue to roundabout with nice connections.
5. connect To hwy 11 to roundabout

General tips:
Going as near the houses as possible with roundabout and keeping those connections smooth and short is the key in this level. In my picture I have turned the roundabout as early as possible, but you can do it bigger if you want. I have felt that to be easiest way for this level.

My record for this level have been 718, but I accidently deleted the record solution, so I did this. It's nice that I didn't miss too many points.
Level 10

STATS:
traffic flow: 74 km/h
concrete used: 4300 tons
complexity factor: 36

Drawing order:
1. I've liked to start from 101W to 11W
2. 11W to 101E
3. 101E to 11E
4: 11E to 101W
5. do both side bridge triangle

General tips:
In this layout you basically double the traffic at the road which goes over the river. There fore connection to 11W to 101E-11E road and 11E to 101W-11W road are very critical part so take care that those are done well. Also be carefull with the bridges that they have enough space to come down before going under bridges. Note that I have here big mistake in right side triangle, where bridges are too close to each other, and that lowers my score. Otherwise this drawing is good, so it still have given me good score, but there is definitely room to improve.
Level 11

STATS:
traffic flow: 77 km/h
concrete used: 4140 tons
complexity factor: 25

Drawing order:
1. green to 13N
2. 13N to 13
3. 13 to green
4. Sliproads

General tips:
This is one of my most hated levels, because it needs so good connections. That level is so hard to get good score, that when I got decent score, I was like "fine i'll take that" and I still know, that traffic flow can be increased to 80 or atleast 79, which would give me around 12 - 18 more points. I wish you luck with this level to get over 400 score.

But yeah, after little bit of ranting this level, note that that is great place to use that 2nd level bridge to decrease the bridge total concrete usage. Also I've felt, that green to 13 sliproad is enough to be very small, because it decreases the traffic flow less than it decreases the concrete usage and therefore is fine trade.
Level 12

STATS:
Traffic flow: 78 km /h
Concrete used: 4700 tons
complexity factor: 34

Drawing order:
1. 1W to 1b
2. 13S to 1E
3. 1b to 13N
4. 1E to 1W
5. 13N to 13S
6. Slip-roads

General tips:
Sliproads 1 car length, Try to do 13N to 1E sliproad as good as possbile so the curve is not too tight. In my map it is bit too tight, and slows the cars, so I don't say it is easy to do. Also note that as a sliproads the 1b to 1E is also surprisingly important, as it might slow the busees, which accelerate slowly after that. Thats why it is important to get those purple cars away from buses road smoothly.

keeping the roads short might feel difficult, but it is worth it.
Level 13

STATS:
Traffic flow: 108 km/h
Concrete used: 2820 tons
complexity factor: 6

General tips:
Just keep the concrete usage small and try to do the connection even semi-smooth. This is one of the easiest level in game, so you can just practice to make smooth connection etc at this level.
Level 14

STATS:
Traffic flow: 78 km/h
Concrete used: 4060 tons
complexity factor: 27

Drawing order:
1. 1E to 1W
2. 1W to 1E
3. 1E to grey and grey to 1W
4. 12N to grey
5. 1W to 12N
6. Slip-roads


General tips:
Try to make smooth connection and fit this layout to the level and you are good. Low concrete usage helps, but it is not end of the world, if you don't fully optimize it in this level.

Overall this is one of my most succesfull levels at this game so far, so I don't think there is much to improve anymore, so this is good example of very good drawing as overall.
Level 15

STATS:
Traffic flow: 84 km/h
Concrete used: 4560 tons
complexity factor: 36

Drawing order:
1. 1E to 1W (stop after bridge for 20N to 20S)
2. 20N to 20S
3. 1W to 1E
4. 20S to 20N
5. rest of 1E to 1W
6. Sliproads out from 20S and 20N
7. Bridges over sliproads made at phase 6

General tips:
This level is exactly same idea as level 7. For this tho the complexity factor is 36 instead of 34, which adds traffic that much that this layout have been proven to be best. Keep the sliproads 1,5-2 car length and make roads as straight as possible keeping enough space for sliproads.
Level 16

STATS:
Traffic flow: 90 km/h
Concrete used: 4480 tons
complexity factor: 34

Drawing order:
1. Yellow to 9S
2. 9S to 9
3. 9 to yellow
4. 1W to 1E and 1E to 1W
5 sliproads

General tips:
Generally this level sliproads can be pretty short, even ½car length is usually fine. Trust the layout, it handles the traffic enough well, and check that curves are not too tight.

To me this have been one of funniest level to draw, so I hope you enjoy this as well.
Level 17

STATS:
Traffic flow: 76 km/h
Concrete used: 3640 tons
complexity factor: 25

Drawing order:
1. yellow to NBV Highway
2. NBV Highway to yellow
3. green to red, red to purple, purple to yellow
4. continue the road purple to yellow so it goes to green
5. continue similary all corners, so it becomes complete roundabout
6. make sliproads

General tips:
Keeping the roundabout near the malls and separating main yellow traffic to its own road helps a lot. keeping connections and curves smooth to keep the cars speed as high as possible. Note that cars speed need to be high also at going to malls, so those are quickly away from the road.
Level 18

STATS:
Traffic flow: 98 km/h
Concrete used: 3740 tons
complexity factor: 24

Drawing order:
1. 9S straight to left and from 9Alt turn it to light blue
2. light blue connect back to 9S and complete with slip-roads the roundabout
3. 9 to 9Alt and from light blue to 9S road road to 9
4. Make rest of the sliproads

General tips:
Concrete usage is in high effect at this level. Although the curves and slip-roads need to be smooth, so cars don't lose too much of speed. Motorcycles forgives with quick acceleration some non-optimal connections so focus more on low concrete usage.
Level 19

STATS:
Traffic flow: 85 km/h
Concrete used: 5000 tons
complexity factor: 32

Drawing order:
1. 4E to 9 Bypass
2. 9 to 4W
3. 9Bypass to 4E
4. 4W to 9
5. Sliproads

General tips:
In this level well working sliproads are very important, so the doubling traffic at some point of road does not slow down the cars too much. The space is time to time pretty tight, so keep in track that you have enough space to do those sliproads. Also note that these good scores need usually bit of a luck as well.
Level 20

STATS:
Traffic flow: 78 km/h
Concrete used: 2840 tons
complexity factor: 23

Drawing order:
1. 16SW to clock
2. Clock to 16NE
3. 16NE to 16SW
4. Sliproads

General tips:
In this level having enough long and smooth sliproads is the key to get most score from this layout and actually any layout which I've got over 600 points (there is 3 different layouts with over 600 points as I know). Slip-roads length should be 1,5-2 car and having very smooth connection should give you good score.
Level 21

STATS:
Traffic flow: 80 km/h
Concrete used: 4220 tons
complexity factor: 34

Drawing order (Basically same as in lvl2):
1. 20S to 20N & 20N to 20S
2. 16b S to 16SW & 16SW to 16b S
3. normal sliproads
4. double bridges

General tips:
You can check General tips from lvl2. This is basically identical level. This level is origin of this layout.
Level 22

STATS:
Traffic flow: 84 km/h
Concrete used: 5840 tons
complexity factor: 52

Drawing order:
1. 16b N to 4S and continue to light blue and continue back to 16b N
2. 16b S to 4N & 4N to 16b S
3. pink to 16b S & pink to 4N
4. from "roundabout" in picture to pink
5. Make so damn many slip-roads. And really you still probably forgot one
6. Check again slip-roads, you probably still missing one. Maybe from 4N to pink?

General tips:
Trust the layout and keep the slip-roads short. this layout works, because it gives so good shortcuts to the cars get their destination, that none of the roads are too busy, but all of them are still fully used.

Really this is one of my favorite levels and layouts, which I have. Hope you enjoy as well, how well it works :)
Level 23
You can't get points from here, but you can tag you map here. I've used this to mark the total points in the map just for fun. To "complete" the level, you need to draw there anything. Just anything.
Level 24

STATS:
Traffic flow: 100 km/h
Concrete used: 4580 tons
complexity factor: 24

Drawing order:
1. 11W to 11E and 11E to 11W
2. 17NW to 17SE and 17SE to 17NW
3. sliproads

General tips:
this is just using less concrete. with this layout drawing even decently gives enough speed, but it's surprisingly hard to draw well from corner to corner.
Level 25

STATS:
Traffic flow: 72 km/h
Concrete used: 3300 tons
complexity factor: 33

Drawing order:
1. Red to purple
2. Green to Centre road & Centre road to green
3. Slip-road from red-purple to green-centre road
4. Slip-road from Centre road-green to red-purple
5. purple to centre road-green
6. rest of the slip-roads

General tips:
This layout challenge is to work in tight space, so middle of the roads between green to/from Centre road you have very little space to work to get max score. If you make it wider, you use more concrete and lose some points and if you make it too tight the bridges will not work well. Also keeping the connection/slip-roads smooth and efficient in the small space might be difficult, although mouse2 bridge will help in that with the cost of conrete usage.

I can recommend you to do little bit bigger to lose some points from concrete and get the intersection work otherwise to get nice traffic flow.
Level 26

STATS:
Traffic flow: 79 km/h
Concrete used: 6000 tons
complexity factor: 38

Drawing order:
1. 11E to 11W (notice the bridges to be ready)
2. 11W to 11E (notice the bridges to be ready)
3. Green road to 101E (notice the bridges to be ready)
4. 101E to green road (notice the bridges to be ready)
5. green road-101E road to 101W & 101W to green road-101E
6. 101E-Green road to 11W
7. Slip-roads

General tips:
There might be challenging part the 11W-11E road with its bridges. Note that my second bridge in that road is able to merge with the bridge going over the river and that way save some space, with the cost of concrete.

Also the yellow buses are again bit challenging and that's why those have their own road, so they slows down other traffic as little as possible. Usually the slip-roads can be around 1 car length and that's totally enough
Level 27

STATS:
Traffic flow: 96 km/h
Concrete used: 3480 tons
complexity factor: 24

Drawing order:
1. 101W to 101E
2. 101E to 101W
3. purple to Indust rd. and purple to 101E
4. indust rd to purple-101E
5.101W to purple and to 101 Jct.
6. Slip-roads

General tips:
That is pretty simple level at the end. Perfect drawing is always challenging, but layout is simple and pretty easy to draw. Order is not that strict, but I've felt that most easiest way to find good places to bridges etc.

One challenging part is the sliproads from and to 101E-101W road. those are easily so close each other that you need to be careful that those works well. You can make drawing easier making it bit wider with the cost of concrete.
Level 28

STATS:
Traffic flow: 94 km/h
Concrete used: 2800 tons
complexity factor: 17

Drawing order:
1. 13 red through 101 Jct to 13 blue
2. 13 bypass to road drawn phase 1
3. 13 blue to 13 red and then to 13 Bypass

General tips:
Simple and funny level. If using up-down trick getting those lines to correct direction could be challenging, but otherwise pretty straight forward level. This is not even too demanding with good connection, so getting lower concrete usage is very important.
Level 29

STATS:
Traffic flow: 108 km/h
Concrete used: 5040 tons
complexity factor: 30

Drawing order:
1. 1b to indust rd
2. 1b to 1E (note bridge for next phase)
3. 1W to indust rd
4. Indust rd to 1b
5. indust rd to 1W (note bridge for slip-next phase)
6. 1E to 1b
7. Slip-roads


General tips:
This layout handles the traffic flow pretty well, so important part is to focus on decent connections and low concrete usage. with other layouts there is usually some doubling problem at roads, which makes the connections and slip-roads much more important.
Level 30

STATS:
Traffic flow: 68 km/h
Concrete used: 4840 tons
Complexity factor: 39

Drawing order:
1. From 64E over the river and to red
2. Red to 64E
3. Green to 64E
4. Red to 64W
5. 64W to Green and to Red
6. 64W to 64E (road under green house)
7. 64E to green
8. Slip-roads

General tips:
This layout are based of low concrete usage and okay Traffic flow. Especially the doubling traffic at bridge, at lower bridge between 64E and red house. That creates also connection to and from that piece of road very important to keep traffic flow decent. Overall the connections in this layout are in very important role to keep the traffic ongoing. Layouts concrete usage is decently easy to keep low.

Alternate good layout for this can be found e.g. from BierTier videos.
Level 31

STATS:
Traffic flow: 94 km/h
Concrete used: 3540 tons
Complexity factor: 26

Drawing order:
1. 64E to 13N
2. 64E through 64W to 13S
3. 13N to 64E
4. 13S to 13N
5. Slip-roads

General tips:
After hours and hours of investigation, I still have no clue what kind of bend there should be at road between 13N and 64E. From the picture, you can see, which have gave me my highest score, so that should not be the worst. If you just got the connections well, the length of slip-roads doesn't matter that much. You can see, that I've created the shortest possible slip-roads and it works just fine.

Getting traffic out from 64E-13N before merging new traffic in it helps a lot increasing the traffic flow. Although you can get fine scores even with doubling the traffic at that short piece of road.
Level 32

STATS:
Traffic flow: 88 km/h
Concrete used: 3580 tons
Complexity factor: 21

Drawing order:
1. Starting from 12S roundabout around the level
2. Connection from each ins and outs.

General tips:
Again one level, where does not have lots of traffic. Therefore roundabout is most concrete efficient layout and that's why it works. For this layout the roundabout have formatted to decrease the concrete usage as much as possible for max scores. Nice connections gives the final 5 percent.
Level 33

STATS:
Traffic flow: 82 km/h
Concrete used: 3480 tons
Complexity factor: 18

Drawing order:
1. 1E/W to green (I usually stop drawing after bridge for 12N-1E/W road)
2. 12N to 1E/W
3. Green to 12N
4. If you stopped drawing mid road at phase 1, draw rest of the 1E/W to green road
5. Slip-roads

General tips:
This level is tight space with too much traffic, which makes the level bit challenging. Drawing order gives you hint, how much space you need for each roads and that's why it is important, but my drawing order might not be the actual best (either in this level or any other).

Try to make as good slip-roads as possible and keep those atleast 1car length to increase the traffic flow. Concrete is not the key in this level, the slip-roads and traffic flow is.
Level 34

STATS:
Traffic flow: 95 km/h
Concrete used: 4000 tons
Complexity factor: 24

Drawing order:
1. 64W to 64E & 64E to 64W
2. 20N to 20S & 20S to 20N
3. Slip-roads

General tips:
The amount of traffic is not too big here, and this layout handles it better than well. Therefore the concrete saving is the thing where to focus (Or if you can find layout with less concrete, the traffic flow might be more efficient to focus). Slip-roads does not need to be long at all and more important than having nice connections, is to keep the concrete usage low.
Level 35

STATS:
Traffic flow: 67 km/h
Concrete used: 5940 tons
Complexity factor: 47

Drawing order:
1. Red to Horse rd.
2. 64E to red
3. Horse rd. to 64W
4. Horse rd. to Red
5. 64W to 64E
6. Red to Duck rd.
7. Duck rd. to red
8. Slip-roads

General tips:
This is one of the rare levels, where I am not sure at all, if my layout is most optimal. Also this layout is not easy to do, while it needs so many well made connections and while the drawing order helps a lot, the placing of roads is still hard to replicate. The complexity factor gives an impression, that even with higher concrete usage, probably the gained traffic flow increasing is easily worth it.

This said, the slip-roads and connections are the key in that layout to keep the flow as high as possible. Also placing of roads as shown, will help to have enough smooth curves to keep the traffic flow higher.
Level 36

STATS:
Traffic flow: 72 km/h
concrete used: 4820 tons
Complexity factor: 28

Drawing order:
Here the drawing order should not matter too much, but there is my order to draw this:
1. yellow roundabout, then 1E/W and 64E roundabouts
2. connect roundabouts together to finalize magic roundabout
3. magic roundabout to North road
4. North road through green houses to yellow roundabout
5. green to 1E/W roundabout
6. slip-roads

General tips:
There is basically magic roundabout which is separately connected to North road and green houses. That said the key there is to have well drawn magic roundabout, and other parts are just connecting (with small amount of concrete as always). Making smooth curves and having enough space for slip-roads and connections and enough big roundabouts (inside whole magic roundabout complex) should give you nice score.

Level 37

STATS:
Traffic flow: 70 km/h
Concrete used: 5480 tons
Complexity factor: 50

Drawing order:
1. Green to light blue, light blue to 1E, 1E to green
2. Roundabout 1W-Pink-North road-1W
3. Slip-roads and connections

General tips:
Here is high complexity factor, which means, that generally traffic flow is more important factor than used concrete, even lower concrete usage with same traffic flow is always better. The layout idea is roundabout (because this game point system loves roundabouts), where extra traffic have taken away to inner roundabout, so the traffic flow keeps enough high.

I would connections between and to roundabouts are in key factor of this layout. connections to outs are not that important, because those will work anyway. Try to keep most important connections bit longer and smooth and save concrete by straight connections between the ins and outs.
Level 38

STATS:
Traffic flow: 100 km/h
Concrete used: 4360 tons
Complexity factor: 22

Drawing order:
1. Coast Hwy to 9
2. 9 to 9S
3. Coast hwy through "rounabout" to 100S
4. 9S to Coast Hwy
5. 100S to Coast Hwy
6. Yellow connection and Slip-roads

General tips:
Traffic flow will not be the problem, so focus on lowering the concrete usage.
Level 39

STATS:
Traffic flow: 80 km/h
Concrete used: 4340 tons
Complexity factor: 42

Drawing order:
1. Yellow to 9Bypass Red
2. Continue the roundabout through 9Bypass blue and 9 back to yellow
3. 9Bypass red to 9S
4. 9S to yellow & 9 to 9Bypass blue
5. Slip-roads and road between 100S and 100N

General tips:
Here is semi high complexity factor, which means, that generally traffic flow is more important factor than used concrete, even lower concrete usage with same traffic flow is always better. The layout idea is roundabout (because this game point system loves roundabouts), where extra traffic have taken away to shortcuts, so the traffic flow keeps enough high.

Keeping the connections to roundabout is important, and shortcuts and slip-roads out from roundabout are not that important.
Level 40

STATS:
Traffic flow: 84 km/h
Concrete used: 4980 tons
Complexity factor: 38

Drawing order:
1. Purple to Green
2. Purple to 9Bypass
3. Purple to 9Alt
4. 9 Bypass to Purple
5. 9Alt to Pink
6. Pink to Purple
7. Purple to Pink& Green to 9Bypass
8. Slip-roads

General tips:
Try to keep these lines straight and short to save concrete. Most of the slip-roads are not very demanding for quality, but connection to two main roads should be good. Main roads are 9Bypass to purple and purple to 9Bypass.
Level 41
You don't get points from here so have fun doing what ever you want :D
Level 42

STATS:
Traffic flow: 73 km/h
Concrete used: 2920 tons
Complexity factor: 26

Drawing order:
1. 11W to 11E (note the connections to houses bottom side of map)
2. 11E to 11W (note the connection to green)
3. Slip-roads to complete the roundabout

General tips:
Here you should make those roads very close to the buildings, so the cars are quickly out of the way. Also for out connection from the green there should be short amount of straight direction to down, so there is enough space to come out for cars. Slip-roads to complete the roundabout should be around 1 car length and lines should be straight, so concrete have saved.
Level 43

STATS:
Traffic flow: 74 km/h
Concrete used: 5700 tons
Complexity factor: 42

Drawing order:
1. Small roundabouts
2. Connect roundabouts together & connect in&outs to roundabouts

General tips:
This is classic magic roundabout. In general you want to try keep those roundabouts small (look my yellow or green roundabout) and the connections between roundabouts can be bigger. That is the trick to save concrete.

Although too small roundabouts will lead to small traffic flow, while the curves are too tight and there is not enough space for cars to wait anywhere. So finding balance to just correct size of roundabout is the key here. Ofcourse nice connections help as well.
Level 44

STATS:
Traffic flow: 64 km/h
Concrete used: 6400 tons
Complexity factor: 48

Drawing order:
1. 20S to 20N & 20N to 20S
2. Yellow to 20N
3. 11W to 11E & 11E to 11W
4. 11E to Yellow
5. 11W to yellow
6. Slip-roads (notice the longer slip-road for yellow buses)

General tips:
This level needs very good sliproads and connections. The easily jamming / slowing down colors are yellow (like in every level), green, orange and purple. So basically everything else, but blue can be problem, and that's why getting good connections and usually using slip-roads bit more concrete to make them longer and increase that way the traffic flow is worth. Slip-roads and connections can easily change this level final point with exact same layout between 500 and 250, so the difference can be huge.

Many levels, I've told, that trust the layout, but in this level you can't trust just the layout. You need very good drawing as well.
Level 45

STATS:
Traffic flow: 81 km/h
Concrete used: 5500 tons
Complexity factor: 53

Drawing order:
1. 16b N through roundabout to 11W & 4S through roundabout to 11E
2. 11W to 16b N & 11E to 4S
3. Slip-roads
4. Connections between roundabouts

General tips:
In this layout you can mostly trust to the layout and focus on keeping concrete usage low. The important part is connection between roundabouts, where you can't trust to the layout that much and to helpt that, i've trying to avoid doubling the traffic, which make it bit less critical. I could believe, that perfect connections this might give you better points by doubling the traffic at that connection, but it is very hard to do.
Level 46

STATS:
Traffic flow: 94 km/h
Concrete used: 3720 tons
Complexity factor: 27

Drawing order:
1. 11W through purple and yellow to 11E
2. Desert Hwy to 11W
3. 11E to 11W
4. 11E to Desert hwy
5. Rest of connections and slip-roads

General tips:
Traffic flow is not that high, so keeping the concrete usage low is important. Also connections you make at phase 3 (11E to Desert Hwy-11W basically) and the slip-road from 11W in to 11W out are too most important connections/slip-roads.
Level 47

STATS:
Traffic flow: 104 km/h
Concrete used: 2600 tons
Complexity factor: 7

Drawing order:
1. Desert Hwy green to Deser Hwy blue
2. Desert Hwy blue to Desert Hwy green
3. Slip-roads & connections

General tips:
The only thing you need to care about here, is saving concrete and trying to avoid too tight curves. That's why you should go as near to houses as possible, so the connections are as short as possible to save concrete.
Level 48

STATS:
Traffic flow: 93 km/h
Concrete used: 4420 tons
Complexity factor: 26

Drawing order:
1. 49S tp 49 NE
2. 49NE to 49S
3. 17SE to 17NW
4. 17NW to 17SE
5. Slip-roads

General tips:
Not too big complexity factor means again caring more about concrete usage. the layout itself is handling the traffic well, and slip-roads can be short, even under 1 car length.

Try to keep square bottom right just enough big, that there is space for slip-roads which does not go over each other. Otherwise that square can be as small as possible to save the concrete.

Drawing order is specific only to keep the placing for bridges etc. easy to handle.
Level 49

STATS:
Traffic flow: 82 km/h
Concrete used: 3420 tons
Complexity factor: 31

Drawing order:
1. 49S to Pink
2. Pink to Light Blue
3. Light blue to 49NE
4. 49NE to Yellow and continue that 49S (Note connection to Yellow out)
5. Slip-roads and connections


General tips:
Important part of this level is connections from light blue, in&out purple and &out yellow. Other parts you can bit check that concrete usage is low and curves are smooth. Good way to identify the problematic connection is to let the car just drive and check, which connection slows them down. For next try, you should check that specific connection/slip-road is drawn better.

Also keep in those most important slip-roads and connections the length of 1car as a minimum.
Level 50

STATS:
Traffic flow: 88 km/h
Concrete used: 3520 tons
Complexity factor: 11

Drawing order:
1. Centre rd. to 236S
2. continue phase 1 road to Smith road (note the connections to pink)
3. Continue that road to Centre road
4. Slip-roads and connections to finalize the map

General tips:
With complexity factor of 11, the concrete usage is almost only thing you need to focus. Keep the connections&slip-roads as short as possible.
Level 51

STATS:
Traffic flow: 80 km/h
Concrete used: 4140 tons
Complexity factor: 38

Drawing order:
1. 101E to 236S
2. 236S to 236N
3. 236N to 101b
4. 101b to 101E & 101b to 236N
5. Slip-roads and connections

General tips:
Getting enough length and enough smooth connections / slip-roads are important. The layout keeps the concrete usage low pretty well, but the traffic flow is more challenging to get with this layout.

Try also to keep the roads straight straight and avoid the curves when possible. That helps to keep concrete usage low and you can focus more on traffic flow, as you should in this level.
Level 52

STATS:
Traffic flow: 108 km/h
Concrete used: 2540 tons
Complexity factor: 7

Drawing order:
1. Smith road to red
2. 236 to 236S
3. 236S to 236

General tips:
Only thing you need to care here is going over the Smith road (easy task and part of layout) and keeping concrete usage so damn low as possible. Few last points come from traffic flow, but you get fantastic score just focusing on concrete usage.
Level 53

STATS:
Traffic flow: 88 km/h
Concrete used: 4440 tons
Complexity factor: 30

Drawing order:
1. Roundabout between 1W and Indust rd. green
2. 13 Bypass to Inudst rd. purple
3. 13 to yellow
4. 13 to roundabout
5. yellow to 13&13Bypass
6. Connections & slip-roads

General tips:
In my opinion the Traffic flow is more challenging to keep high than concrete usage to keep low. There fore focus on good connections smooth traffic flow. It still good to use all the tricks you can, to keep the concrete usage low, but don't use them in cost of traffic flow. A bit longer slip-roads etc easily are worth of extra used concrete.
Level 54

STATS:
Traffic flow: 91 km/h
Concrete used: 3340 tons
Complexity factor: 22

Drawing order:
1. Yellow to 64b
2. Roundabout starting from indust rd purple and ending to indust rd purple.
3. Slip-roads and connections

General tips:
Focus on getting high traffic flow with good slip-roads and enough smooth curves. That pays off easily. The drawing order helps you to find places for bridges.
Level 55

STATS:
Traffic flow: 98 km/h
Concrete used: 5100 tons
Complexity factor: 41

Drawing order:
1. 1E to 1W & 1W to 1E
2. 64b green to 64b light blue & 64b green to 64E
3. 64E to Indust rd
4. 1W slip-road to Indust rd.
5. 64E to 64b green
6. Indust rd to 64b green-64b light blue
7. rest of slip-roads and connections

General tips:
At this level you can just trust the layout. even if you can't make some slip-road, this layout is usually giving nice points, while best score have gotten with all slip-roads. This said, the slip-road are allowed to be short and you should do focus on decreasing the concrete usage as much as you can.
Level 56

STATS:
Traffic flow: 95 km/h
Concrete used: 3340 tons
Complexity factor: 33

Drawing order:
1. 64W to 64E
2. 64E to 222
3. 222 to 64E for rest of the roundabout
4. Slip-roads and connection

General tips:
The traffic flow is this time easier to achieve with okay connections. Getting as low concrete as possible is the key and the layout will help with that. After getting 800 points, this layout rewards a lot even small improvements.
Level 57

STATS:
Traffic flow: 55 km/h
Concrete used: 6480 tons
Complexity factor: 34

Drawing order:
1. 98E to 98W
2. 98W to 98E
3. Pink to 36N red & 36N green
4. 36N green to 98W
5. 36N red to pink
6. Connections and slip-roads

General tips:
This is not very rewarding level and is very very challenging to most of players. This layout gives good structure to start drawing high score points, but even I get around 200 to 300 points all the time just because of small mistakes in slip-roads etc.

Focus to give enough length to slip-roads to both 36N roads, because those two are the roads, which decrease people score most. Length should be atleast 2 car, but more is better. Other slip-roads can be shorter, but the concrete usage is not most important part as long you keep your concrete under 7000 tons.

Make good sliproads for better flow and try many times, if you screw up first and second time. This layout can still give you picture pretty easily, if you have struggling to get it so far.
Level 58

STATS:
Traffic flow: 71 km/h
Concrete used: 3280 tons
Complexity factor: 32

Drawing order:
1. 13S to 98W, 98W to 13N, 13N to 98E & 98E to 13S
2. Slip-roads

General tips:
The drawing order does not matter at all this level. layout does not give high variance of concrete usage either, but you should check that roads are as straight as possible.

The key factor is the slip-roads, which should be very smooth and good, so the connection from road to another slows down the traffic as little as possible. That gives you good score and it should be possible to get over 700 in this level if you can draw better than I've done so far.
Level 59

STATS:
Traffic flow: 79 km/h
Concrete used: 3920 tons
Complexity factor: 39

Drawing order:
1. 12S to 98W, 98W to 12N, 12N to 17N, 17N to 98E, 98E to 17S and 17S to 12S
2. Slip-roads

General tips:
The drawing order does not matter at all this level like it didn't at level 58. layout does not give high variance of concrete usage either, but you should check that roads are as straight as possible.

The key factor is the slip-roads, which should be very smooth and good, so the connection from road to another slows down the traffic as little as possible. That gives you good score and it should be possible to get over 800 in this level if you can draw better than I've done so far.
Level 60

STATS:
Traffic flow: 80 km/h
Concrete used: 5180 tons
Complexity factor: 34

Drawing order:
1. 98E to 98E (right side circle) & 98W to 98W (Left side circle)
2. 64E to BFW & Pink to 64W
3. Rest of connections and slip-roads (order dosen't matter)

General tips:
The important part are roads 98E to 98W and 98W to 98E and all connection from and to these main roads are important to be good. Other connections quality are not that critical. Suggest to have 1 to 1,5 car length slip-roads for that.
Level 61

STATS:
Traffic flow: 92 km/h
Concrete used: 3880 tons
Complexity factor: 31

Drawing order:
1. 98W to 20N
2. 20S to 98W
3. 98E to 20S
4. 20N to 98E
5. Slip-roads

General tips:
Here the drawing order affects more than many other levels, so keep at least try to this order. Also note that there is doubled traffic at two road between 20S & 98E, which makes these slip-roads to these roads (from 20N and 20S) more important, so the traffic flow keeps high.

Unlike many other levels, here are both concrete and traffic flow, very important part of end score, even the traffic flow is bit bigger impact.
Level 62

STATS:
Traffic flow: 88 km/h
Concrete used: 3340 tons
Complexity factor: 32

Drawing order:
1. 98E to Horse rd. & Horse rd. to 98E
2. Horse rd. to North road & North road to Duck rd. & Duck road to 98E
3. Slip-roads and needed connections

General tips:
Trying to go near pink house and yellow "houses" and keeping the lines straight will help to decrease the concrete usage. Between horse rd and 98E there is short traffic doubling phase, which need special good connections. Also the connection for Duck rd. to North road at middle of level should be good to keep flow nice. Other connections and sliproads are easier and focusing on decreasing concrete usage on those should be the focus.
Level 63

STATS:
Traffic flow: 100 km/h
Concrete used: 2580 tons
Complexity factor: 10

Drawing order:
1. North road green to North road blue & North road blue through 64E to North road green
2. Connections and slip-roads to complete roundabout

General tips:
Most important here is low concrete usage and decent connections&slip-roads ensure good traffic flow. I draw from North road blue to north road green, so it is easier to find correct line, and the road does not need to do more curves. Slip-roads should be 1 car length and shorter slip-roads decreases traffic flow little bit.

I accidently improved this level score while doing this guide, so that's why the world map and this level detail picture have different score.
Level 64
No point's available from this level, so draw what ever you want. You can e.g. try to get the layout fit the other levels, as I've done or you can make here some art :)
Level 65

STATS:
Traffic flow: 96 km/h
Concrete used: 1920 tons
Complexity factor: 4

Drawing order:
1. Draw from orange to pink and pink to orange roads
2. Make the connections to complete half roundabout

General tips:
Getting low concrete usage is important, but you need also semi good connection and avoid too tight curves to keep traffic flow decent. In this level you for surprise to me can't focus only to low concrete usage even the complexity factor is lowest of all levels.
Level 66

STATS:
Traffic flow: 88 km/h
Concrete used: 3380 tons
Complexity factor: 30

Drawing order:
1. Orange through all houses outs to Coast Hwy
2. Continue Phase 1 road to 1E
3. 1E to Coast Hwy
4. needed sliproads and connections

General tips:
This level is balancing with concrete usaga and traffic flow. Both are handled pretty well with layout, but ensuring the smooth connections and straight lines gives the last points.
Level 67

STATS:
Traffic flow: 88 km/h
Concrete used: 4000 tons
Complexity factor: 32

Drawing order:
1. Coast Hwy orange to Coast Hwy pink
2. Coast Hwy pink to Coast Hwy orange
3. Coast Hwy pink to roundabout, make roundabout and end the drawing back to going Coast Hwy pink (note bridge at start of this drawing)
4. roundabout to 100S
5. Rest of connections and slip-roads

General tips:
Take a look about the placement of roundabout and the length of piece, where is 3 road side by side. Those are the key elements to keep the conrete usage low. connections to roundabout and between roundabout and Coast Hwy are critical parts to keep traffic flow high. connections out from roundabout and e.g. to purple are not that critical. The drawing order should help to make those critical connections good.
Level 68

STATS:
Traffic flow: 86 km/h
Concrete used: 5480 tons
Complexity factor: 60

Drawing order:
1. Green through 88W to Cow rd
2. Cow rd. to Green
3. Light blue through Coast Hwy pink and blue back to light blue
4. Connections and Slip-roads

General tips:
This is interesting level. I would suggest to draw some most important slip-roads and connections first and then simulate after every new slip-road as long you find the max points with that layout. Depending of drawing it seems to need different slip-roads so that's why saying "you need exactly these slip-roads" would be false statement. Note that changing the window size you can go back to map without saving and clicking "map" you go back to map with saving and that helps especially in this map to increase the points from 800 up to highest score. One slip-road can improve your score 200 points or it can decrease it 200 points, so it's easily bit gambling at this level.

Traffic flow is main focus here still, although there is so many slip-roads that saving some concrete in many of those might still be worth it to get few more points.
Level 69

STATS:
Traffic flow: 91 km/h
Concrete used: 4380 tons
Complexity factor: 25

Drawing order:
1. 100N to X1 Interchg orange & X1 interchg orange to 100N
2. Starting under the bridge to go through Coast Hwy to light blue
3. Light blue under the bridges through X1 interchange green to yellow
4. Yellow to bridge, from where you started phase 2
5. Connections and slip-roads

General tips:
There is surprising big difference depending how you get the roads in phase 1. After that you use the already made bridges and just draw rest of the level. Connections can be short, because concrete usage is key part in this level. Smooth connections just give the final points.
Level 70

STATS:
Traffic flow: 83 km/h
Concrete used: 4600 tons
Complexity factor: 34

Drawing order:
1. 11E to Coast hwy & Coast Hwy to 11E
2. 100N to 4E & 4E to 100N
3. 4E to 11E & 100N to Coast Hwy
4. Rest of the slip-roads

General tips:
I am pretty sure that this is my map worst drawn level and I know that I don't have the best score in this level. That is still not the hardest one, but I haven't just use too much time to this level. The main idea in my layout is to duplicate the layout concept from level 15 and 7 to get similar score to those levels. Sadly my drawings haven't work so far too well.

That said this or concept from level 2 or concept from level 24 are something to look at. Anyway the focus should be low concrete usage with decent connections and if you use any layout which is doubling the traffic at any point, then you should be extra careful that the connections will not slow down the traffic in those areas.
Level 71

STATS:
Traffic flow: 83 km/h
Concrete used: 4540 tons
Complexity factor: 23

Drawing order:
1. Yellow through 11E and 4E back to Yellow
2. X1 Interchg green to road at phase 1
3. 4E to X1 interchg purple & X1 interchg purple to X1 interchg green
4. X1 interchg purple to yellow
5. slip-roads (basically X1 green to X1 purple and finalising roundabout) and connections

General tips:
Getting enough space to cars is important to keep the traffic flow high. This layout gives semi easily you low concrete usage so keep focus on traffic flow and good connections / slip-roads.
Level 72

STATS:
Traffic flow: 76 km/h
Concrete used: 3380 tons
Complexity factor: 18

Drawing order:
1. Purple to green (note two bridges)
2. Green to purple (rest of the roundabout)
3. Connections and slip-roads near green and purple

General tips:
Slip-roads near purple and green are at very important role and the most important part of the score decider in this layout. Some other roundabout layouts, which you probably have seen, are much easier to make, but get bit short about overall score.

For slip-roads try to keep 1 car length and do those as smooth as possible. This layout is pretty full, so if the cars start slow down, this can easily also jam, and the difference between jamming and good score is actually very small.
Level 73

STATS:
Traffic flow: 94 km/h
Concrete used: 4860 tons
Complexity factor: 26

Drawing order:
1. 8W to 16NE
2. 16NE to 8E
3. 8E to 8W
4. 8W to purple & purple to 8E
5. Slip-roads

General tips:
Here the key is well drawn connections and roads near 8E so the traffic are not slown and concrete usage is not too high. Otherwise the layout is not too demanding about connections and slip-roads, so drawing those decent and pretty short is good startegy.

This is one of the levels, which I've needed to draw so many times, so don't scare if you need few times as well.
Level 74

STATS:
Traffic flow: 69 km/h
Concrete used: 3180 tons
Complexity factor: 29

Drawing order:
1. 8E to 8W
2. 8W to 16N
3. 16N to 8E
4. Slip-roads

General tips:
The ultimate focus should be in traffic flow and keeping that as high as possible. Even when needed to use little bit more concrete that is probably worth it as long it increases traffic flow. That means also that slip-roads quality is very important at this level.
Level 75

STATS:
Traffic flow: 99 km/h
Concrete used: 5680 tons
Complexity factor: 68

Drawing order:
1. Pink to Exit
2. Exit to 20N
3. 20N to 8E
4. 20S to Pink
5. Green to 20S
6. 8E to 8W
7. 8W to green
8 Slip-roads

General tips:
The most rewarding level in this game. Get good drawing and you get incredible high score, because traffic flow can be segregated to their own roads so connections screw up the point very little. Very straight forward layout to draw, hard to master.

Keep the roads as straight as possible to minimize the concrete usage and avoid possible slowing down curves. High complexity factor also means, that traffic flow have high priority. In my layout the slip-roads from 8W to Exit and Pink to 8W can overlap without issue, because usage of those slip-roads aren't much.
Level 76

STATS:
Traffic flow: 81 km/h
Concrete used: 7540 tons
Complexity factor: 69

Drawing order:
1. Outer roundabout
2. Inner roundabout by taking one road and connect it to next road at left
3. Slip-roads and connections to Pink

General tips:
Highest complexity factor in game. That means also that focus almost only to Traffic flow. As you can see, my concrete usage is not that small in this level (comparing to under 5000 tons almost every other level), but that really dosen't matter with that high complexity factor and challenges to get high traffic flow.

That way the connections and slip-roads quality is very very important to handle and just keeping semi straight roads is the way to decrease concrete usage.
Level 77

STATS:
Traffic flow: 100 km/h
Concrete used: 5240 tons
Complexity factor: 42

Drawing order:
1. Purple to purple roundabout
2. 8 to 50 green, 50 green to 50 light blue & 8W to 8
3. Slip-roads and connections

General tips:
You can use similar trick than with 68 and try to check which slip-roads gives best result. Still at this map I am much more confident, that I've found the best solution for slip-roads.

semi high complexity factor asks for good traffic flow, and this layout handles it pretty well. There fore main focus can be at minimizing the concrete usage as much as possible and do fine slip-roads.
Level 78
This is last level, where you can't get points. You can do what ever you want at this level.
Level 79

STATS:
Traffic flow: 71 km/h
Concrete used: 4640 tons
Complexity factor: 46

Drawing order:
1. Purple to 49S & 49S to Purple
2. Purple to 49SE but stop drawing after made bridges for 49NE
3. 49SE to 49NE
4. 49NE to Purple
5. 49SE to 49S over the road made at phase 4.
6. Purple to Green
7. Rest of slip-roads and connections

General tips:
This layout is very critical for getting good Traffic flow. Concrete usage is low by default, so keeping traffic flow nice is most important. I've screwed the bridges from 49NE to Purple, where the last bridge slows down the traffic at second last. But the drawing is otherwise pretty good, so I've got good score.

Also note that the area where I've putted lots of stuff and connections, is very tight and you can loose that a bit if you want to make drawing easier with the cost of concrete usage.

EDIT: I got nice improved score, which I updated to here.
Level 80

STATS:
Traffic flow: 91 km/h
Concrete used: 5820 tons
Complexity factor: 40

Drawing order:
1. 404SW to 17SE
2. 17SE to 404SW
3. 404NE to 17NW & 17NW to 404NE
4. 404NE to 17SE & 404SW to 17NW
5. Slip-roads from phase 4 roads to 404SW & 404NE
6. 17NW to 17SE & 17SE to 17NW
7. Rest of slip-roads and connections

General tips:
Drawing those roads between 17NW and 404NE & between 17SE and 404SW near to each other, will make easier to squeeze couple more points, but keeping some distance with those will easily add bit concrete usage but is easier to draw. So depending what is your goal score what you are trying to get, which one need to use.

Also speed is semi important part, so nice slip-roads with around 1,5 car length is recommended.
End words
Thanks for reading this guide (or part of it) and I really hope this helps some people to achieve better scores. Making this guide took me more time than expected, but if it helps community it doesn't matter. Also I can suggest to check BierTier Freeways youtube series. He have done great work there and explained especially in later episodes the thought process behind the drawings.

To support me and this guide, please comment and like this guide, so the steam suggest it to more people and it can help as many as possible.

Also if you have any question or comment for any level, please let me know. I am happy to answer and help.

This have been hell of the journey playing this game, and the grind never ends. Best luck for everyone and stable hand!
2 Comments
ouch999 Sep 14, 2024 @ 4:14am 
Thanks for the excellent guide. I learnt a thing or too. I've got 320 points for level 1 which I think is the only one higher than this guide (by a measly 1 point). I got 621 points on #42 with no ramps @ 80km/h, I think there is scope to get >660 points using a higher speed layout with the up down trick to reduce concrete.
BierTier Jun 19, 2022 @ 2:39pm 
Insane Guide Satse! Love it! You are the true Freeways G.O.A.T.!
And thanks for the shoutout, I appreciate it! I remember a time where I was ahead of you :D