Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 27, 2018 10:17:53 GMT -5
SCORING RUBRIC: All categories will be scored between 1-10, therefore the course can earn a maximum of 250 points, and a minimum of 25.
Tees: Placement/Strategy Sculpting Framing/Aesthetics Surfacing/Transitions Consistency
Fairways: Placement/Strategy (hazards) Sculpting Surfacing/Transitions (rough) Firmness/Playability (landing areas) Consistency
Greens: Placement/Strategy (complex design) Shape/Contouring (scale) Surfacing/Transitions (fairway, rough) Firmness/Playability Consistency
Bunkers: Placement/Strategy Shape/Scale Transitions (rough) Sculpting/Playability Consistency
Presentation: Design/Architecture Environment Planting/Finishing Enjoyment/Playability Tour Worthiness
Please let me know if you have any questions. As you can see, there are no specific course requirements, no fantasy elements judged, and nothing goofy or strange necessary. Build a great course design, and you can survive!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 29, 2018 1:54:54 GMT -5
Could you explain how to judge transitions properly.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 29, 2018 7:38:03 GMT -5
Could you explain how to judge transitions properly. Sure, no problem, that’s a great question. Let me grab some screen shots of some examples and I’ll edit this post.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 3, 2018 3:10:25 GMT -5
Could you explain how to judge transitions properly. Sure, no problem, that’s a great question. Let me grab some screen shots of some examples and I’ll edit this post. ok then
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 3, 2018 6:16:49 GMT -5
Sorry, been a little busy. 🤪
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 6, 2018 1:13:55 GMT -5
Please accept my apologies for the delay, I’ve been working on some things for this contest, plus my latest design, plus things in my life outside of TGC (I know, hard to believe). Rather than take pictures of actual courses and risk implicating somebody for poor transitions, I just made a sample in the designer. Keep in mind this is basically 2D, no sculpting was done, this is just to show examples. If you were to split this photo in half vertically, what you’ll see if what I consider to be bad transitions on the left, and good ones on the right. On the left you have fairway ending at a sharp angle into the green, which doesn’t look as nice as either carrying your fairway around your green, or “merging” the edge of your fairway with the edge of your green. Regarding the light rough, if you go with a border of light rough around your fairway, try to make it uniform unless you have a reason not to, but definitely don’t have random edge shapes as compared to your fairway edge shapes. You also should avoid intersecting a bunker with the light rough. Either go in front of it like the bunker on the right, or take your light rough all the way around the bunker, but usually one or the other looks best rather than the surfaces crossing like that. A helpful tip when placing surfaces in the designer is to think about what it would look like if it was mown. Can a big fairway mower make 90° angles? Typically not. Likewise, can the rough mower just stop right at a bunker like that, or would it go around the edge? I hope this is useful. If you have more questions please let me know.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 6, 2018 10:42:38 GMT -5
Thank you. That's extremely helpful
|
|
|
Post by welikeitroughnc on May 7, 2018 5:42:22 GMT -5
Guaranteed 5 hours of work into that example there huh 😜😜😜
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 7, 2018 6:34:49 GMT -5
Guaranteed 5 hours of work into that example there huh 😜😜😜 LMAO - more work than I intended. Haha, you know me well Mitch.
|
|
|
Post by CiB0RG on May 8, 2018 19:41:20 GMT -5
Watching the Wells Fargo this weekend (on tv this year unfortunately) I noticed quite a few bunkers at Quail hollow look like the left bunker in your picture. Where the dividing line between first cut and heavy rough intersects the bunker. Found it interesting as to why that is so frowned upon in TGC design.
IMO the left one actually looks more neat to me in your example LOL. But I get what you are trying to explain to him. Just find it interesting that the technical guys think that's sloppy when it really doesn't look all that bad and it's completely realistic.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 8, 2018 20:40:44 GMT -5
Watching the Wells Fargo this weekend (on tv this year unfortunately) I noticed quite a few bunkers at Quail hollow look like the left bunker in your picture. Where the dividing line between first cut and heavy rough intersects the bunker. Found it interesting as to why that is so frowned upon in TGC design. IMO the left one actually looks more neat to me in your example LOL. But I get what you are trying to explain to him. Just find it interesting that the technical guys think that's sloppy when it really doesn't look all that bad and it's completely realistic. To be honest, you're exactly right about this happening quite a bit IRL, although with slight variations due to the way it needs to be mown. Either way, to answer your question, the reason it's generally frowned upon in the game is simply because of aesthetics IMO. What you aren't considering is that in real life, you can change the height of the grasses surrounding those areas, and so even though you might see light rough and heavy rough intersect a bunker like that, it's not very common to see such a contrasting line, which is WAY more prominent on a video game than it is IRL. Likewise, if you really think about it, the light rough and heavy rough IRL are generally the same type of grass, just mown at different heights, and so their coloration isn't as different as it is in this game. Even if you choose, let's say, texture number 13 for your fairway, light rough, and heavy rough, the differences in the colors on the video game are very contrasting, whereas in real life they do not always have such a huge variation. So, even though the left side of that picture isn't really "wrong" from an actual architecture of golf standpoint, it simply doesn't "present" as well in the video game world. Does that make sense?
|
|
|
Post by CiB0RG on May 8, 2018 21:28:42 GMT -5
Watching the Wells Fargo this weekend (on tv this year unfortunately) I noticed quite a few bunkers at Quail hollow look like the left bunker in your picture. Where the dividing line between first cut and heavy rough intersects the bunker. Found it interesting as to why that is so frowned upon in TGC design. IMO the left one actually looks more neat to me in your example LOL. But I get what you are trying to explain to him. Just find it interesting that the technical guys think that's sloppy when it really doesn't look all that bad and it's completely realistic. To be honest, you're exactly right about this happening quite a bit IRL, although with slight variations due to the way it needs to be mown. Either way, to answer your question, the reason it's generally frowned upon in the game is simply because of aesthetics IMO. What you aren't considering is that in real life, you can change the height of the grasses surrounding those areas, and so even though you might see light rough and heavy rough intersect a bunker like that, it's not very common to see such a contrasting line, which is WAY more prominent on a video game than it is IRL. Likewise, if you really think about it, the light rough and heavy rough IRL are generally the same type of grass, just mown at different heights, and so their coloration isn't as different as it is in this game. Even if you choose, let's say, texture number 13 for your fairway, light rough, and heavy rough, the differences in the colors on the video game are very contrasting, whereas in real life they do not always have such a huge variation. So, even though the left side of that picture isn't really "wrong" from an actual architecture of golf standpoint, it simply doesn't "present" as well in the video game world. Does that make sense? yea for sure! I agree with you completely. The textures available are very limiting and it's unfortunate we have to occasionally compensate for texture contrast by making offset curves of cuts to get a clean asthetic look and intersecting any hazards would look out of place. If we could choose to use the same grass at different heights without as much contrast we wouldn't be so limited. The only reason I liked the left better in your example is because the 2nd cut on the right looks a little awkwardly thin. Like they used one pass with my little lawn boy push mower. Lol not judging though I know you just whipped it up as an example. I personally abide by this guideline with all my designs so I'm not trying to argue against it. I think intersecting bunkers can be executed and probably doesn't bother me as much as most people when it's done. Probably because I'm partially color blind so the contrast doesn't look as drastic to me as it does to all you who see full color lol. If we could choose one texture and different heights of the cut in the future we might be able to get away with more!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 8, 2018 23:04:31 GMT -5
You’re correct about the right side of the picture, I did that quickly to show as an example, but I don’t think I’d be happy with the proportions if it were on my course.
|
|
|
Post by rob4590 on May 9, 2018 2:14:19 GMT -5
To be fair - if you did EVERY bunker on a course like the one on the left - then that IMO would possibly be fine - because it's consistent.
Trouble is - when most people do it, you get one bunker half-n-half, then the next one fully in the deep rough, then the next fully in the light rough, then.........well you get the idea. And that looks crap, cos it's not at all consistent and doesn't create an 'identity' for the course / bunkering. And it generally means they didn't concentrate on the details at all - which doesn't normally make for a great (overall) design...
|
|
|
Post by ddixjr509 on May 9, 2018 11:10:27 GMT -5
Watching the Wells Fargo this weekend (on tv this year unfortunately) I noticed quite a few bunkers at Quail hollow look like the left bunker in your picture. Where the dividing line between first cut and heavy rough intersects the bunker. Found it interesting as to why that is so frowned upon in TGC design. IMO the left one actually looks more neat to me in your example LOL. But I get what you are trying to explain to him. Just find it interesting that the technical guys think that's sloppy when it really doesn't look all that bad and it's completely realistic. thanks for asking this question... i understand the "guidelines" or the unwritten rules on this, but I'm still unsure about the reasoning or logic. the example on the right would have 4 different cuts within a 15-20' swath- which looks nice in the game; however, would be completely unrealistic IRL. the most cuts you'll ever see around real greens is 3.
|
|