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Post by beef on Nov 23, 2018 12:59:09 GMT -5
Curious.....Why are the envelopes brown? guessing brown is the small bribe to secure the spot in top 8 will probably change to the bigger shiny white envelopes now for each knockout stage
btw beef , i will definitely take your comment literally and blame my upcoming loss to you on that Ha, best of luck chili. Yours is a great track, realistic looking and clean, mines is more rugged and straying into fantasy territory. Will be a close contest and a tough decision for the judges.
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Deleted
Deleted Member
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Post by Deleted on Nov 23, 2018 13:12:05 GMT -5
When do we find out the wild card and the 7th seed? I'm very curious about the 2nd round matches.
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mayday_golf83
TGCT Design Competition Directors
Posts: 2,279
TGCT Name: Jeremy Mayo
Tour: Elite
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Post by mayday_golf83 on Nov 23, 2018 13:44:22 GMT -5
When do we find out the wild card and the 7th seed? I'm very curious about the 2nd round matches. I know, I know! Now, what about those bribe envelopes? 😉
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Post by rob4590 on Nov 23, 2018 13:48:42 GMT -5
When do we find out the wild card and the 7th seed? I'm very curious about the 2nd round matches. I know, I know! Now, what about those bribe envelopes? 😉
Multi coloured ones do?
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Post by chilihotkey on Nov 23, 2018 13:55:45 GMT -5
sorry mayday, no envelopes from me, i need to keep that excuse available
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Post by Tenahka on Nov 23, 2018 15:45:38 GMT -5
C'mon...... I paid my bribes out a month ago! Maybe I paid them too early?? lol
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Post by rhino4life on Nov 23, 2018 19:25:34 GMT -5
Bear Tracks was used on tonights alt shot on twitch. Search stately_owl and you should get some feedback. Solid tour worthy course.
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Post by ErixonStone on Nov 23, 2018 23:37:58 GMT -5
CiB0RG toddfather Tenahka rob4590 SkinniePost LocoOnTheSoco Koop chilihotkey wood92 linkslover XJ_Jagman ryanmcconnell stoneysooner Hootbleet gamesdecent beef @spartan4knight The last course to reach the knockout bracket, coming in as the 7th seed is: #7. Ute Forrest Country Club (toddfather)
Ute Forrest's clean lines and smooth shapes launch it into the knockout stages. Congrats! Wildcard Matchup: 9. The Club at Pelion Marsh vs. Maka Sichu Golf Club:Maka Sichu entered the wildcard round on the strength of its interesting fairway shapes and course sculpting while Pelion Marsh posted solid scores across the board in the compulsory round. In the end, Maka Sichu's risk/reward and use of elevation outweighed its inconsistent rough and fairway slopes and propelled it to a narrow victory over the solid, strightforward Pelion Marsh. Maka Sichu Golf Club moves on to face Blunderbuss.So to recap: Wild CardMaka Sichu def. Pelion Marsh Quarterfinal Round1. Blunderbuss vs. 8. Maka Sichu 2. Muir Woods vs. 7. Ute Forrest 3. Platinum Point vs. 6 Blue Maiden 4. Lake Marie vs. 5 Maeze Park Will Blunderbuss power its way to a victory? Will any lower seeds score an upset in the quarterfinal round? Who will win the battle between the Forrest and the Woods?
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Post by Tenahka on Nov 23, 2018 23:40:49 GMT -5
CiB0RG toddfather Tenahka rob4590 SkinniePost LocoOnTheSoco Koop chilihotkey wood92 linkslover XJ_Jagman ryanmcconnell stoneysooner Hootbleet gamesdecent beef @spartan4knight The last course to reach the knockout bracket, coming in as the 7th seed is: #7. Ute Forrest Country Club (toddfather)
Ute Forrest's clean lines and smooth shapes launch it into the knockout stages. Congrats! Wildcard Matchup: 9. The Club at Pelion Marsh vs. Maka Sichu Golf Club:Maka Sichu entered the wildcard round on the strength of its interesting fairway shapes and course sculpting while Pelion Marsh posted solid scores across the board in the compulsory round. In the end, Maka Sichu's risk/reward and use of elevation outweighed its inconsistent rough and fairway slopes and propelled it to a narrow victory over the solid, strightforward Pelion Marsh. Maka Sichu Golf Club moves on to face Blunderbuss.So to recap: Wild CardMaka Sichu def. Pelion Marsh Quarterfinal Round1. Blunderbuss vs. 8. Maka Sichu 2. Muir Woods vs. 7. Ute Forrest 3. Platinum Point vs. 6 Blue Maiden 4. Lake Marie vs. 5 Maeze Park Will Blunderbuss power its way to a victory? Will any lower seeds score an upset in the quarterfinal round? Who will win the battle between the Forrest and the Woods? Just watched your play through ErixonStoneThanks for confirming that my course sucks and I am a shitty designer Is it too late to pull out of the contest? lol Seriously, good luck to all of those who move on to the next round!!!!! I was only here to learn the designer a bit better and I have, so I am already a winner
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Post by ErixonStone on Nov 24, 2018 0:03:47 GMT -5
For this contest, we had 17 completed courses, and all of them are better than any of my first 5 courses. What we saw with courses that didn't make the knockout stages fell into a few categories:
- poor sightlines. Things like bunkers hidden behind hills and tee boxes that block the view of the green. A few instances where it was clear that a lot of effort was put into planting and making things look good, but you couldn't see any of that hard work.
- unsafe "safe" areas. Times where hitting a driver is risky, but the alternative requires an approach impeded by a tree, or the alternative is similarly risky.
- overuse of pure cross-hazards. Cross hazards in TGC pose a problem. If they are too wide, the become unfair for an entire subset of players (Master club users if they cannot cross the hazard; Pro club users if they have to club down to stay short while Master club users can cross the hazard)
- purely technical issues. Wavy transition from rough to heavy rough. Bunkers intersecting surfaces inconsistently (sometimes cutting into light rough, sometimes not). Fairway edges not smooth (both in terms of shape and sculpting).
- Poor transition from Fairway into Green.
These are all things we learn from experience, either from feedback or from a better understanding of all the tools. Again, all the courses were better than my first 5 efforts.
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Post by gamesdecent on Nov 24, 2018 0:26:33 GMT -5
ErixonStone on the inconsistent rough critique I keep seeing, that applies to the light rough right? I was going for an intentional "unkempt" type look for the rough, but I think my mistake was not doing an even light rough second surface on fairways and then sticking to strictly heavy rough only for any unevenness. Or would I still have gotten inconsistent rough comments?
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mayday_golf83
TGCT Design Competition Directors
Posts: 2,279
TGCT Name: Jeremy Mayo
Tour: Elite
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Post by mayday_golf83 on Nov 24, 2018 7:06:24 GMT -5
Congrats to the eight who made it to the quarterfinals and commiserations to the nine who didn't. Some tour-quality courses failed to make the cut and, as I've said multiple times, that's a testament to the quality of courses you guys put out.
I can't remember who all said they wanted feedback but, if you are outside the top 8 and want to see my judging notes, please send me a PM. You'll get my hole-by-hole notes along with my overall assessment of your course.
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mayday_golf83
TGCT Design Competition Directors
Posts: 2,279
TGCT Name: Jeremy Mayo
Tour: Elite
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Post by mayday_golf83 on Nov 24, 2018 7:50:39 GMT -5
ErixonStone on the inconsistent rough critique I keep seeing, that applies to the light rough right? I was going for an intentional "unkempt" type look for the rough, but I think my mistake was not doing an even light rough second surface on fairways and then sticking to strictly heavy rough only for any unevenness. Or would I still have gotten inconsistent rough comments? I think I can answer this one for you, Brian. It's OK not to have a perfect, uniform band of light rough around fairways and greens. It's even fine if you're bunkers are not completely surrounded by one texture (not to pimp my own stuff, but I did a lot of both on Monterey Bay). The trick is it still has to look clean and the lines have to blend. I just took a quick spin around and grabbed a couple of screenshots of what I was looking at in terms of rough consistency. What I'm looking at here is how the fairway/rough mesh with the green. Both the fairway and green bend toward the right of the screen, creating a sharp "V" pattern where they intersect with the light rough. The cleaner look is to blend the shape of the fairway into the shape of the green. Splining has made this super easy. If you've splined your green, with the green spline highlighted, go to create/add to lay down you fairway spline and, from there, you can literally trace around the green spline waypoints where you need and branch off when you create your fairway. The end result looks something like this: --- Next we have ... -- Here, I'm not so much worried that the light rough band is inconsistent in width, it's the patches of heavy rough that seem randomly interspersed around the bunker shape. Again the lines make it look like the heavy rough was either an oversight or hastily thrown down. Fill that all in w/ light rough, and it's A-OK to me. -- Lastly, and more of a nit-picky one ... Here I'm thinking two things: 1) If I'm a member of the grounds crew, that's an awfully tight corner for me to mow. 2) The sharp edge of the corner is not in harmony with the more rounded edge of the bunker. Rounding off that corner would make a world of difference in the look. Nothing technically wrong w/ what you did here, but rounding off the corner would have made it look better. Hope that helps!
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Post by Hootbleet on Nov 24, 2018 8:14:34 GMT -5
Send me your notes please, very interested to see how much and where it all went wrong for me.
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Post by gamesdecent on Nov 24, 2018 8:27:42 GMT -5
ErixonStone on the inconsistent rough critique I keep seeing, that applies to the light rough right? I was going for an intentional "unkempt" type look for the rough, but I think my mistake was not doing an even light rough second surface on fairways and then sticking to strictly heavy rough only for any unevenness. Or would I still have gotten inconsistent rough comments? I think I can answer this one for you, Brian. It's OK not to have a perfect, uniform band of light rough around fairways and greens. It's even fine if you're bunkers are not completely surrounded by one texture (not to pimp my own stuff, but I did a lot of both on Monterey Bay). The trick is it still has to look clean and the lines have to blend. I just took a quick spin around and grabbed a couple of screenshots of what I was looking at in terms of rough consistency. What I'm looking at here is how the fairway/rough mesh with the green. Both the fairway and green bend toward the right of the screen, creating a sharp "V" pattern where they intersect with the light rough. The cleaner look is to blend the shape of the fairway into the shape of the green. Splining has made this super easy. If you've splined your green, with the green spline highlighted, go to create/add to lay down you fairway spline and, from there, you can literally trace around the green spline waypoints where you need and branch off when you create your fairway. The end result looks something like this: --- Next we have ... -- Here, I'm not so much worried that the light rough band is inconsistent in width, it's the patches of heavy rough that seem randomly interspersed around the bunker shape. Again the lines make it look like the heavy rough was either an oversight or hastily thrown down. Fill that all in w/ light rough, and it's A-OK to me. -- Lastly, and more of a nit-picky one ... Here I'm thinking two things: 1) If I'm a member of the grounds crew, that's an awfully tight corner for me to mow. 2) The sharp edge of the corner is not in harmony with the more rounded edge of the bunker. Rounding off that corner would make a world of difference in the look. Nothing technically wrong w/ what you did here, but rounding off the corner would have made it look better. Hope that helps! Yeah that's perfect. Not what I was thinking initially but definitely see the "sloppiness" Canuck pointed out in places. So in that last pic, no issue with the rough not going to the edge of the bunker and instead leaving the sand texture as a blending/transition then?
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