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Post by Deleted on Jun 24, 2020 5:56:23 GMT -5
b101 has a video with strategy. The architecture thread is great for it, also. There's also a ton of material outside tgct you can find. Listen to some podcasts with architect interviews. Playing a lot of the courses helps too. Especially from the better designers. If you play a hole and just can't score low, ask yourself "why?" There's probably a strategy you haven't thought of involved. Also (I keep bringing it up because they're undervalued) watch the course critiques. You'll see a lot about strategy there. Yes! The best video I've seen in the last 9 months of learning this software is b101's "Strategy and Templates tutorial. This is more in line with the exhaustive work that needs to be done long before any planting.
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Post by b101 on Jun 24, 2020 6:25:05 GMT -5
b101 has a video with strategy. The architecture thread is great for it, also. There's also a ton of material outside tgct you can find. Listen to some podcasts with architect interviews. Playing a lot of the courses helps too. Especially from the better designers. If you play a hole and just can't score low, ask yourself "why?" There's probably a strategy you haven't thought of involved. Also (I keep bringing it up because they're undervalued) watch the course critiques. You'll see a lot about strategy there. Yes! The best video I've seen in the last 9 months of learning this software is b101 's "Strategy and Templates tutorial. This is more in line with the exhaustive work that needs to be done long before any planting. Well, thank you - more to come on those for sure. I'll probably do one on options next as I think there's a huge misunderstanding here with a number of designers/players. As I see it, people go through three phases of progression with this and there's a big, difficult leap between 2 and 3, which is where you go from good to great (IMO): 1) No options in hole designs, or the surfacing is too wide/narrow to make them matter. Holes are basically 'hit here, then hit here'. 2) Options and hazards to threaten those appear, but they are very forced. It's clear that the aim is 'hit driver here or hit 2 wood here or hit hybrid here'. Basically looks like three different landing areas. Often includes split fairways that are miles apart. 3) Options and hazards integrated into one cohesive hole. There may be four or five plays off the tee, but the fairway doesn't look contrived and everything looks natural. Gradual difficulty appears where it's not as simple as 'you can or you can't', but far more 'how much challenge do you want?' That third phase is a hard one to reach and even harder to master. I think we also see people playing courses underestimating the amount of strategy involved because it wasn't smack in your face of splitting a fairway. Like I say, I'll probably pop something together on this in the next few days. It's a fun topic and something I think would be of benefit.
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Post by ezzinomilonga on Jun 29, 2020 16:26:51 GMT -5
This thread is a great thing. Is full of really useful and instructive stuff! Although i know they can't be recreated properly, some of you could suggest some guide to obtain the best possible and more realistic deep pot bunkers (with actually vertical borders)?
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Post by b101 on Jun 30, 2020 0:20:39 GMT -5
This thread is a great thing. Is full of really useful and instructive stuff! Although i know they can't be recreated properly, some of you could suggest some guide to obtain the best possible and more realistic deep pot bunkers (with actually vertical borders)? Not really. They are pretty much impossible to do and are really finicky. We've seen a number of different ways (Dead Hand Pines and Ballymulderry are good examples). Honestly, wait until the new game and hope something changes - they're properly advanced and I'd just get used to normal bunkers first.
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Post by ezzinomilonga on Jun 30, 2020 7:01:52 GMT -5
This thread is a great thing. Is full of really useful and instructive stuff! Although i know they can't be recreated properly, some of you could suggest some guide to obtain the best possible and more realistic deep pot bunkers (with actually vertical borders)? Not really. They are pretty much impossible to do and are really finicky. We've seen a number of different ways (Dead Hand Pines and Ballymulderry are good examples). Honestly, wait until the new game and hope something changes - they're properly advanced and I'd just get used to normal bunkers first. It was my same idea. My problem is that i'm working on a recreation of The Club at Nine Bridges, in South Korea, to publish it on the next game..and there are 8 of these bunkers. They are extremely deep and with the borders very sharp and delineated. I knew from the start i would have this problem to solve, but i was thinking that, at worst, i would wait for the next game. But i tried to ask anyway. I saw the bunkers at Ballymulderry are the nearest to the result i wish to obtain (beatiful work, mr. Petty did really something amazing ), even cause that effect is perfect for my needs, but actually those at Nine Bridges are still different. I'm really trying to recreate this course in the most accurate way is possible and this would be a real shame if after so much work i couldn't recreate these bunkers in a proper way. Anyway..i have still lot of work to do, then i'll work on all the rest of the course, hoping that in the next game there will be some fix. The work is not missing frome here to the 21 August, for sure Thank you!
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Post by b101 on Jul 1, 2020 9:54:47 GMT -5
Yes! The best video I've seen in the last 9 months of learning this software is b101 's "Strategy and Templates tutorial. This is more in line with the exhaustive work that needs to be done long before any planting. Well, thank you - more to come on those for sure. I'll probably do one on options next as I think there's a huge misunderstanding here with a number of designers/players. As I see it, people go through three phases of progression with this and there's a big, difficult leap between 2 and 3, which is where you go from good to great (IMO): 1) No options in hole designs, or the surfacing is too wide/narrow to make them matter. Holes are basically 'hit here, then hit here'. 2) Options and hazards to threaten those appear, but they are very forced. It's clear that the aim is 'hit driver here or hit 2 wood here or hit hybrid here'. Basically looks like three different landing areas. Often includes split fairways that are miles apart. 3) Options and hazards integrated into one cohesive hole. There may be four or five plays off the tee, but the fairway doesn't look contrived and everything looks natural. Gradual difficulty appears where it's not as simple as 'you can or you can't', but far more 'how much challenge do you want?' That third phase is a hard one to reach and even harder to master. I think we also see people playing courses underestimating the amount of strategy involved because it wasn't smack in your face of splitting a fairway. Like I say, I'll probably pop something together on this in the next few days. It's a fun topic and something I think would be of benefit. @greenside hallzballz6908 - doing this over on Twitch in about five minutes time. I'll upload to YouTube later anyway if you don't manage to hop in.
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Post by 15eicheltower9 on Sept 3, 2020 17:49:04 GMT -5
Edited a few descriptions and added scampi00 to the mix. Even with the new game all of these are still relevant. In the case of scampi, his was in tgc1, but I feel is still a good guideline for today's game and a good starting point for beginners. Also b101 has a video about strategies in 2k21 vs. TGC2019 that every designer should consider, imo. And Crazycanuck1985 is creating his 101 videos for the new game as well. Really should be where every new designer starts.
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Post by 15eicheltower9 on Sept 29, 2020 10:29:53 GMT -5
b101, what am I missing from your catalog. I can't keep up. Violinguy69, you've been busy too. Where are you at? Signed, A guy that doesn't want to do the research right now.
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Post by Violinguy69 on Sept 29, 2020 11:12:21 GMT -5
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Post by b101 on Sept 29, 2020 11:15:06 GMT -5
b101, what am I missing from your catalog. I can't keep up. Violinguy69, you've been busy too. Where are you at? Signed, A guy that doesn't want to do the research right now. Hole design videos: - short par three - long three and long four - driveable four - mid four - reachable five To come: short, but not driveable four. Three shot five. Mid three. General: - how to not get your course rejected (or words to that effect)
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Post by 15eicheltower9 on Sept 29, 2020 12:59:56 GMT -5
Thanks guys, updated op with your new videos and also put your coming soon ones in there too, so hurry up.
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Post by 15eicheltower9 on Nov 2, 2020 16:54:15 GMT -5
Updated a few descriptions. Should be caught up.
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Post by Andy Meade on Nov 2, 2020 21:29:49 GMT -5
Is there a way this can be pinned to the top of this forum? Or can I somehow save it for future reference? I look around here quite a bit and had no idea this list existed.
Also, thank you for putting it together and to all the guys making these videos...they are awesome!
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Post by 15eicheltower9 on Nov 2, 2020 21:31:28 GMT -5
Is there a way this can be pinned to the top of this forum? Or can I somehow save it for future reference? I look around here quite a bit and had no idea this list existed. You can bookmark it. Then it'll be easier to find.
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Post by Andy Meade on Nov 2, 2020 21:35:45 GMT -5
Doh!
Good idea. I wasn’t really using my head here sadly. I don’t know why I felt like I couldn’t put a bookmark on a forum post so I never even tried.
Haha, thanks!
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