Dream Team 2020 - Contest information Aug 8, 2020 8:35:51 GMT -5 jimgem, mayday91283, and 4 more like this
Post by b101 on Aug 8, 2020 8:35:51 GMT -5
Dream Team 2020 - Key Information
Our homage to the Ryder and Presidents' Cups, Dream Team 2020 sees Team bspetty24 face off against Team ryanmcconnell . Each captain will draft a team of 12 designers to go head-to-head over three days of action. FAQs below:
When and where is the draft?
Tuesday 11th August and 10pm ET over at:
When and where is the draft?
Tuesday 11th August and 10pm ET over at:
What if I don't get drafted?
Don't worry, you will be placed as an alternate in case any of the others has to drop out or cannot finish in time, so do build a course if you are still interested (obviously, no worries if not and completely understand). All alternates will get a full playthrough and feedback from me and we will also look to arrange some singles matches with the alternates. Hopefully that keeps people in the picture.
How do we chat to our team?
After the draft, each captain will invite their team to a Discord channel, where you can share ideas, show pictures or flyovers and generally help others make the best course they can. NO file sharing for solo projects, however each team must also create one collab course for the final day (PC guys only, I'm afraid).
How do the three rounds work?
The captains will do a stream ahead of each round where they select their pairings/order. This will be President's Cup style, so one captain sets out their pair / player and the other responds with a pair they think can beat them. Each of the three days has a little twist in terms of the way we'll judge these courses. Courses can (and likely will) be used on multiple days. Most you can sit is one.
Day one = Fourball. Two pairs of courses going head to head, with the full 18 from each course being judged.
Day two = Foursomes. Two pairs of courses going head to head, with the front nine from one course and back nine from the other being judged. Judges will factor in cohesion between the two courses (more on this below).
Day three = singles. Full 18 from one course vs full 18 from another.
How does the scoring work?
One point per match with the exception of:
- captains' match on singles day (3pts)
- team collab (5pts)
There will also be an exhibition match between contest organisers myself and Trayys , worth a measly 1pt. This will be judged by the other judges and we will be drafted last by the captains for this showpiece match.
Wait, so judges are part of the teams?
No. Think of us as an add-on, but also your line to the judges. In the wake of recent contests, we want to close the gap between judges and contestants and remove the 'us and them' feel. This should ensure that there's no way your intent when making a course is missed. We will each be attached to one Discord channel to help with questions and provide a link to the judging panel. If you want your course played in a specific way for judging, let us know. Whoever loses, we'll find it equally funny, so there'll be no bias. And hey, this contest's really all about fun, so don't get too hung up on it.
What are the key dates?
1st - 8th August - sign up opens; register your interest.
11th August - Live draft. Following this, captains will set up Discord channels and start discussing plans.
21st August - designers can officially start their courses, with the release of PGA 2K21
1st - 14th December - publish window
Can I build any course I want?
Yes, but part of this is the team environment. A team of 12 Pinehurst ripoffs will almost certainly lose, so aim for variety - use the 10 days between draft and design window to discuss plans with your captain and get a feel for what will work best with the team.
Are there any restrictions on the course?
There are required elements (credit to reebdoog for the original idea) to include. This won't be tough and many courses will use more than three, but the key is to use them creatively and have them fit. You must incorporate any three from. DO NOT TAKE ON TOO MANY:
- At least one driveable par 4
- At least one par 3 greater than 230 yards
- At least two holes with zero bunkers
- At least one blind tee shot
- Four green sites each within 200 yards of each other. Measure from inside edge of each green (i.e. closest point to the others).
- At least three par 4s under 400 yards
- At least one three shot par 5
- At least one template hole of your choice (please specify template used and provide a real world example!)
- At least five par 5 holes
- At least five par 3 holes
- Course of a par 69 (no lower for database purposes)
- Course of a par 73 (no higher for database purposes)
- Total course yardage no greater than 6900
- Either hole one or hole eighteen to be a par 3
- Entire course to be contained in square/rectangular 1,000,000 yard area (e.g. 1000x1000, 800x1250 etc). Set a perimeter early.
Is there a target difficulty?
NO. You make the course you want. I'll be asking everyone to specify an intended difficulty when they publish (i.e. easy/med/hard), but bear in mind that it needs to play interestingly for that difficulty. 18 auto birdie holes tends to be boring, whilst 18 island greens surrounded by nothing but heavy rough on 500 yard par fours will quickly get monotonous. Find the sweet spot and make sure that it's engaging to play, whatever the difficulty.
When I'm done, do I just publish?
Chat to your team captain first - they may have a plan (but probably not)
Will there be playthroughs?
I will do a critical playthrough (similar to my CC ones) from a designer's viewpoint for every course on Twitch on release. I have no doubt other greats of the community such as jimgem gdog Avakrac etc will cover some of the courses, too, but no guarantee there. As the first contest in a new game, I'm sure each course will get its moment.
I need the rubric!
No problem mayday91283
Playability and shot values: /10
Key question: is it fun to play (excluding the visuals) and are you continually engaged from a shotmaking point of view (not visuals) ?
- does the course play well, to the difficulty intended and are you hitting a range of different shots? is there more than one option? are hazards placed thoughtfully to accentuate a hole's strategy and add difficulty in a way that is fair? Was it fun and/or challenging in the way the designer intended?
Variety of hole designs, routing, continuity and strategic value: /5
Key question: Is there hole/strategic variety within an overall, cohesive framework?
- what's the flow of holes like? does the designer have a variety of different hole ideas or do they repeat the same one over and over again? Does the routing make sense (i.e. no crazy long walks, crossing fairways to get to tees, tees and greens being too close, are par threes/fours/fives well-spaced and at different distances etc) and does the routing highlight the best of the land?
- does it look good? does it feel authentic? does the course belong in its environment? if there is an off-course element, does it enhance the overall atmosphere?
- how well is everything executed? Consider sculpting (particularly greens and bunkers), surface placements and transitions, handling of elevation changes, use of extras. Don't go out of your way looking for problems though.
For the foursomes round only:
Team cohesion: /5
- how well do these courses mesh together in terms of playing style? N.B. Not necessarily aesthetically, although that would doubtless help. Don't expect planting to match, but the two nines should feel cohesive. Basically, we're looking for a tight, parkland course meshing with another tight parkland course, range of pars, flow of holes etc.
Who's judging my match?
Judges will be assigned to matches at random before the matchups are drawn to ensure fairness.
How does Team Cohesion work? Do I have to use the same style as someone else?
No. Exact theme and visuals do not matter. This is more in terms of width, strategic interest, flow of par and different hole types. For example: captains won't swap between a 6800 yard tree-lined course where you're relentlessly hitting draws and fades to a wide open 7600 yard Sand Hills type course. They'll feel massively different to play, even if both are done brilliantly.
My course is based on this really niche course you'll never have heard of. How can I make sure you guys 'get' it?
I'm going to ask each designer to write a SHORT summary of things to be aware of when judging their course - I'll do this via Microsoft Forms. This will include any influences, key features, location inspiration and intended difficulty. It can't be longer than about 3 sentences, but I don't want us missing something just because we didn't get it. Whether we like it will be a different matter, but at least you'll know we were aware.
I have more questions!
Tag me to ask in the main thread. I'll add it in here if I think it's a FAQ.