|
Post by TannerBronson on May 18, 2019 12:18:53 GMT -5
Melrose Golf Club, located in Troy, NY.
|
|
|
Post by TannerBronson on May 30, 2019 9:45:20 GMT -5
This course is bland and not getting far but here is a sketch I guess.
|
|
|
Post by b101 on May 30, 2019 9:59:51 GMT -5
Caught your comments watching mattf27 's stream this morning and I can only echo his comments on pretty much all of it. You are a way better designer than you give yourself credit for and sometimes, just grind it out. The idea is awesome, sketch looks great and now, just try to get it into the designer - and when it doesn't quite work the way you expect, look to turn it into a positive or a nice surprise. Plus, you can always just plant your way to a good hole Honestly, you have a great course in you and the feedback you got for Empire Pines should help with that. As a newbie myself, maybe just limit the expectations you put on yourself? I know there's pretty much no way I get into the top ten in this, so just looking for useful feedback and targeting certain areas to improve (bunkers, green complexes, sightlines). If my expectation was top ten or winning, I'd start making a course I didn't believe in or try to do something 'different' just to impress. The good thing we both have is that, being newer designers, nobody knows what 'typical' is, so there just isn't that expectation or feeling of 'seen that before'. Embrace that and just go for it. Anyway, pep talk over - the sketch looks top drawer and look forward to seeing some screenshots.
|
|
|
Post by MyGolfGameSucks on May 30, 2019 11:35:23 GMT -5
Caught your comments watching mattf27 's stream this morning and I can only echo his comments on pretty much all of it. You are a way better designer than you give yourself credit for and sometimes, just grind it out. The idea is awesome, sketch looks great and now, just try to get it into the designer - and when it doesn't quite work the way you expect, look to turn it into a positive or a nice surprise. Plus, you can always just plant your way to a good hole Honestly, you have a great course in you and the feedback you got for Empire Pines should help with that. As a newbie myself, maybe just limit the expectations you put on yourself? I know there's pretty much no way I get into the top ten in this, so just looking for useful feedback and targeting certain areas to improve (bunkers, green complexes, sightlines). If my expectation was top ten or winning, I'd start making a course I didn't believe in or try to do something 'different' just to impress. The good thing we both have is that, being newer designers, nobody knows what 'typical' is, so there just isn't that expectation or feeling of 'seen that before'. Embrace that and just go for it. Anyway, pep talk over - the sketch looks top drawer and look forward to seeing some screenshots. Well said... just keep at it Dylan.. the veteran designer threads are almost dead quiet as I'm sure Reeb told them to show us newbies nothing since they might be afraid we might all run away from this comp😂😂 once we see what were up against. However there is always some junior designer that shines in these designer comps and there is no reason to think it might not be your turn this time D. Lets go.... you never know😎😎
|
|
|
Post by TannerBronson on May 30, 2019 11:37:06 GMT -5
Caught your comments watching mattf27 's stream this morning and I can only echo his comments on pretty much all of it. You are a way better designer than you give yourself credit for and sometimes, just grind it out. The idea is awesome, sketch looks great and now, just try to get it into the designer - and when it doesn't quite work the way you expect, look to turn it into a positive or a nice surprise. Plus, you can always just plant your way to a good hole Honestly, you have a great course in you and the feedback you got for Empire Pines should help with that. As a newbie myself, maybe just limit the expectations you put on yourself? I know there's pretty much no way I get into the top ten in this, so just looking for useful feedback and targeting certain areas to improve (bunkers, green complexes, sightlines). If my expectation was top ten or winning, I'd start making a course I didn't believe in or try to do something 'different' just to impress. The good thing we both have is that, being newer designers, nobody knows what 'typical' is, so there just isn't that expectation or feeling of 'seen that before'. Embrace that and just go for it. Anyway, pep talk over - the sketch looks top drawer and look forward to seeing some screenshots. Well said... just keep at it Dylan.. the veteran designer threads are almost dead quiet as I'm sure Reeb told them to show us newbies nothing since they might be afraid we might all run away from this comp😂😂 once we see what were up against. However there is always some junior designer that shines in these designer comps and there is no reason to think it might not be your turn this time D. Lets go.... you never know😎😎 Thanks guys, yea I’ve been trying to keep quiet on my part here as well. But by no means do I think I am anywhere close to where I want to be right now. But thanks for the support. 👍
|
|
|
Post by TannerBronson on May 31, 2019 11:05:48 GMT -5
Here is another sketch, still really on the fence about this course.
|
|
|
Post by b101 on May 31, 2019 11:17:02 GMT -5
All looks good minus the silly shaped green, but that's personal preference! How many holes do you have now?
|
|
|
Post by TannerBronson on May 31, 2019 11:19:55 GMT -5
All looks good minus the silly shaped green, but that's personal preference! How many holes do you have now? Yea the green shape is a traditional Donald Ross shape from the 1910’s but I have 8 sculpted holes in the designer and almost all 18 holes sketched.
|
|
|
Post by b101 on May 31, 2019 12:06:25 GMT -5
All looks good minus the silly shaped green, but that's personal preference! How many holes do you have now? Yea the green shape is a traditional Donald Ross shape from the 1910’s but I have 8 sculpted holes in the designer and almost all 18 holes sketched. Sounds promising - routing? Your sculpting is good, so no worries there. I back you 🙂
|
|
|
Post by TannerBronson on Jun 24, 2019 13:29:48 GMT -5
|
|
|
Post by gamesdecent on Jun 24, 2019 14:09:16 GMT -5
I like the bunker shapes and the fact that they are flat-bottomed. I think that fits the style you're going for, and I can definitely see the Ross influence in the green pads. Ironically, I think my favorite picture is the one with no bunkers at all and just the plateau green. A lot of the bunkers seem to have the high side behind them, so you would be hitting out over the low side, which is backwards to me. I also think it may be over-bunkered in places. I'll be glad to see you discover the beauty of fairway width, especially for a CC-level course, because you can make a surface fairway, but heavily undulate it to where it's still somewhat of a hazard because it creates uneven lies, which are probably harder for players to account for than a flat bunker or rough anyways.
Your third to last pic, if it had no bunkers on the left and just a couple dramatic rolls of terrain that kind of run down into the green, you could really play with it to where it's safe to avoid that steep right run off, but it's going to come down to the luck of the bounce in where you end up, or you can take on the steep right run off and try and play directly at a pin but will need a perfect shot to pull it off. I think my biggest critique I would say on your courses is they are very pre-determined - meaning, the only strategy is you hit it as long and straight as possible, because there's always hazards on both sides of the landing area, and it's too narrow to allow for any sort of strategical value to being on one side or the other.
On the last pic, just extending the fairway 20 yards to the right, you'd have a two-tiered landing area where a ball too far middle-right gets funneled down into a swale and all the sudden you're further from and 6 feet lower than the hole than you would've been if you'd played the tee shot a little further left. You've already got the skill to do whatever you want with the designer tools, we all know that. I guess what I'm saying is - to really take that next step, you have to be willing to push yourself out of your comfort zone. I've learned more from forcing myself to do a completely bunkerless course than I have on any other courses I've made because it forced me to make the terrain itself interesting as opposed to just putting bunkers everywhere like I tend to do otherwise.
|
|
digitalbunny
Amateur Golfer
Posts: 280
TGCT Name: Adam Godfrey
|
Post by digitalbunny on Jun 24, 2019 14:14:39 GMT -5
That looks really good Dylan. The sculpting looks great, as always. I don't think anyone else thinks this looks bland, so keep going! I'm looking forward to seeing the end result.
|
|
|
Post by joegolferg on Jun 24, 2019 14:17:04 GMT -5
Why are you calling it bland?
|
|
|
Post by b101 on Jun 24, 2019 15:10:57 GMT -5
I like the bunker shapes and the fact that they are flat-bottomed. I think that fits the style you're going for, and I can definitely see the Ross influence in the green pads. Ironically, I think my favorite picture is the one with no bunkers at all and just the plateau green. A lot of the bunkers seem to have the high side behind them, so you would be hitting out over the low side, which is backwards to me. I also think it may be over-bunkered in places. I'll be glad to see you discover the beauty of fairway width, especially for a CC-level course, because you can make a surface fairway, but heavily undulate it to where it's still somewhat of a hazard because it creates uneven lies, which are probably harder for players to account for than a flat bunker or rough anyways. Your third to last pic, if it had no bunkers on the left and just a couple dramatic rolls of terrain that kind of run down into the green, you could really play with it to where it's safe to avoid that steep right run off, but it's going to come down to the luck of the bounce in where you end up, or you can take on the steep right run off and try and play directly at a pin but will need a perfect shot to pull it off. I think my biggest critique I would say on your courses is they are very pre-determined - meaning, the only strategy is you hit it as long and straight as possible, because there's always hazards on both sides of the landing area, and it's too narrow to allow for any sort of strategical value to being on one side or the other. On the last pic, just extending the fairway 20 yards to the right, you'd have a two-tiered landing area where a ball too far middle-right gets funneled down into a swale and all the sudden you're further from and 6 feet lower than the hole than you would've been if you'd played the tee shot a little further left. You've already got the skill to do whatever you want with the designer tools, we all know that. I guess what I'm saying is - to really take that next step, you have to be willing to push yourself out of your comfort zone. I've learned more from forcing myself to do a completely bunkerless course than I have on any other courses I've made because it forced me to make the terrain itself interesting as opposed to just putting bunkers everywhere like I tend to do otherwise. This is amazing feedback. TannerBronson, I know you don't necessarily, but I really like the look of the course and you know I'm a fan of the sketches with the ideas. Just go for it
|
|
|
Post by TannerBronson on Jun 24, 2019 16:10:51 GMT -5
I like the bunker shapes and the fact that they are flat-bottomed. I think that fits the style you're going for, and I can definitely see the Ross influence in the green pads. Ironically, I think my favorite picture is the one with no bunkers at all and just the plateau green. A lot of the bunkers seem to have the high side behind them, so you would be hitting out over the low side, which is backwards to me. I also think it may be over-bunkered in places. I'll be glad to see you discover the beauty of fairway width, especially for a CC-level course, because you can make a surface fairway, but heavily undulate it to where it's still somewhat of a hazard because it creates uneven lies, which are probably harder for players to account for than a flat bunker or rough anyways. Your third to last pic, if it had no bunkers on the left and just a couple dramatic rolls of terrain that kind of run down into the green, you could really play with it to where it's safe to avoid that steep right run off, but it's going to come down to the luck of the bounce in where you end up, or you can take on the steep right run off and try and play directly at a pin but will need a perfect shot to pull it off. I think my biggest critique I would say on your courses is they are very pre-determined - meaning, the only strategy is you hit it as long and straight as possible, because there's always hazards on both sides of the landing area, and it's too narrow to allow for any sort of strategical value to being on one side or the other. On the last pic, just extending the fairway 20 yards to the right, you'd have a two-tiered landing area where a ball too far middle-right gets funneled down into a swale and all the sudden you're further from and 6 feet lower than the hole than you would've been if you'd played the tee shot a little further left. You've already got the skill to do whatever you want with the designer tools, we all know that. I guess what I'm saying is - to really take that next step, you have to be willing to push yourself out of your comfort zone. I've learned more from forcing myself to do a completely bunkerless course than I have on any other courses I've made because it forced me to make the terrain itself interesting as opposed to just putting bunkers everywhere like I tend to do otherwise. Brian, thanks so much for the great suggestions. I will definitely implement all this. I totally agree with all of it. This is extremely helpful. I can’t thank you enough!
|
|