fowcO
Caddy
Learning to build, excited to share!
Posts: 52
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Post by fowcO on Mar 19, 2021 2:40:15 GMT -5
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Post by scootmcgoot on Mar 19, 2021 5:03:41 GMT -5
Very solid effort here. Really liked the planting and environment you created. There were a few occasions of blindness off the tee so just watch out for that...keep going back to the ground level view on the tee to see what the golfer sees. The greens were challenging...maybe a touch harsh in places with the sloping or the size, so just make sure they aren’t too penal and can accept the shot you’re asking the golfer to hit. But otherwise a very nice effort and enjoyable round.
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graemevood
Weekend Golfer
Posts: 146
TGCT Name: Graeme Wood
Tour: Kinetic
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Post by graemevood on Mar 19, 2021 5:10:47 GMT -5
This looks a pretty good effort. Going to give it a play later on twitch, give me a follow
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Post by bassman70 on Mar 19, 2021 5:13:01 GMT -5
We love to see new designers who take the time to learn how to use the tools and make some great courses for us all to enjoy...so THANK YOU!! As far as the look here, I LOVE IT! Looks very clean, and realistic from what I can see in these screen shots. I will play this tonight!! Can't wait!!
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fowcO
Caddy
Learning to build, excited to share!
Posts: 52
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Post by fowcO on Mar 19, 2021 9:29:37 GMT -5
Very solid effort here. Really liked the planting and environment you created. There were a few occasions of blindness off the tee so just watch out for that...keep going back to the ground level view on the tee to see what the golfer sees. The greens were challenging...maybe a touch harsh in places with the sloping or the size, so just make sure they aren’t too penal and can accept the shot you’re asking the golfer to hit. But otherwise a very nice effort and enjoyable round. Thank you for that feedback, I definitely struggled a bit with the sight lines aspect you refer to. Mid way through this build I started really digging into the great tutorials from b101 and Crazycanuck1985 and heard many points around this. I tried going back and repairing as many sight lines as I could, but it always left me wondering if it was enough. Question: Is the aim to be supporting players who do. Or use the scout cam or for tournaments that might not allow for scout cam? I always was wondering if it’s purely an aesthetic thing (which of course you want things to look as pleasing as possible) or if it’s a fairness thing in that regard. There are plenty of courses in real life where you obviously can’t get the sight lines all the time, but I’m guessing it’s really subjective and the point is to make it feel balanced somehow. Anyhow, more color on that would be helpful and maybe I’ll just get it the more I design. On the greens, I hear ya, I always felt I had a bit too much “crowning” on some greens and wanted to reduce that but maybe didn’t enough. Will watch for that going forward. If there were other elements on green penal issues, please let me know (not enough of a landing before the greens, etc.). And if any ones in particular for example. Appreciate all your feedback!
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Post by scootmcgoot on Mar 19, 2021 9:52:33 GMT -5
There are, in real life, holes that have some semblance of blindness off the tee. In the game the goal is to avoid that as much as possible. Give something for the player to see, especially hazards that are in play. Yes there is the scout cam but the True Sim Tour doesn’t use it. So if your ultimate goal is to create a course that’s your worthy, keep that in mind. As for the greens, I don’t remember specific holes where it was an issue but I do remember a few where I thought there’s no way I’m getting a shot in there with that slope. As you sculpt the greens and the slope, think can a player reasonably hit the shot im asking them to? If it’s a long iron or hybrid and you’re giving them 6 feet to land a shot before a red slope, it’s not enough. There can be slopes but watch how much of one. Maybe WhatAboutAmeobi can give this a play though on his stream and you can see even better feedback.
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fowcO
Caddy
Learning to build, excited to share!
Posts: 52
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Post by fowcO on Mar 19, 2021 10:46:21 GMT -5
There are, in real life, holes that have some semblance of blindness off the tee. In the game the goal is to avoid that as much as possible. Give something for the player to see, especially hazards that are in play. Yes there is the scout cam but the True Sim Tour doesn’t use it. So if your ultimate goal is to create a course that’s your worthy, keep that in mind. As for the greens, I don’t remember specific holes where it was an issue but I do remember a few where I thought there’s no way I’m getting a shot in there with that slope. As you sculpt the greens and the slope, think can a player reasonably hit the shot im asking them to? If it’s a long iron or hybrid and you’re giving them 6 feet to land a shot before a red slope, it’s not enough. There can be slopes but watch how much of one. Maybe WhatAboutAmeobi can give this a play though on his stream and you can see even better feedback. That helps, thanks for clarifying.
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Post by b101 on Mar 19, 2021 14:04:25 GMT -5
Congrats on the publish! Glad that the tutorials have helped and looks great from the pictures for a first course 🙂
Re the blindness stuff, the answer is generally ‘it depends, but try to avoid it’. We do see it a lot from newer designers and it’s nice to see people like yourself looking to understand what you’re aiming to do. There have been some recent threads on this on Blind Tee shots and invisible bunkers which a search should pull up.
I’ve got plenty of shots that can be blind/semi blind on Strathlorne and bunkers that you can see from some parts of the fairways but not others - the key is always strategic intent and execution. Most of the people who moan about their courses being rejected because of this issue tend to lack one of those, or more commonly, both.
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fowcO
Caddy
Learning to build, excited to share!
Posts: 52
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Post by fowcO on Mar 19, 2021 16:26:39 GMT -5
Congrats on the publish! Glad that the tutorials have helped and looks great from the pictures for a first course 🙂 Re the blindness stuff, the answer is generally ‘it depends, but try to avoid it’. We do see it a lot from newer designers and it’s nice to see people like yourself looking to understand what you’re aiming to do. There have been some recent threads on this on Blind Tee shots and invisible bunkers which a search should pull up. I’ve got plenty of shots that can be blind/semi blind on Strathlorne and bunkers that you can see from some parts of the fairways but not others - the key is always strategic intent and execution. Most of the people who moan about their courses being rejected because of this issue tend to lack one of those, or more commonly, both. Thanks! Yeah, after getting the feedback and going back to play a round, it slapped me in the face. graemevood just did a play they and offered some great feedback on the sight lines. #8 and #16 particularly, I could have tuned them a bit and saved the play a bit. Next time! And that’s what I love to learn, thanks for the feedback and all your awesome tutorials, they have been tremendously helpful. Cheers!
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fowcO
Caddy
Learning to build, excited to share!
Posts: 52
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Post by fowcO on Mar 21, 2021 15:42:36 GMT -5
Hoping I can get some thoughts on my course getting declined for the database, part of the feedback was the blindness issues mentioned already in this thread - which makes sense and helps a lot to learn about for future builds.
One piece of feedback that was also mentioned was “bunkers cutting into surfaces” and I’m trying to understand if that means having bunkers adjacent to fairway? On many of my holes I sculpted waste bunkers along the fairway and did not have rough between the surfaces, I’d that acceptable? Feel like I’ve seen that many times before, so not sure what the reviewer meant specifically. Other then that, I don’t feel like I had excessive bunkering cutting into play in general. I also asked for feedback from the reviewer.
Bummed to get declined, but I’ll take these learnings forward and thanks to those who checked out my course and gave the valuable feedback!
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