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Post by cephyn on Sept 28, 2020 8:40:11 GMT -5
i did... it did... It actually came out after 3 or 4 attempts, only to roll completely back down the false front and somehow right back into the same crack in the wood. I had this happen in a practice round...when I declared an unplayable it put me all the way across the lake in the rough as my only drop zone. Couldn't get back across the lake because it was deep rough and maxed out on the hole. Went from -4 on the round to way over par in a hurry. Just a poor design in my opinion. It looks great to the eye...but just not fair that there is no real drop zone We (i say we meaning the design community, even though i haven't put anything out in over a year) need a tutorial from Arctic Fury on how to "convince" the game to give good drop zones. He does it all the time, by putting fairways in strategic spots, and the game just automagically knows to drop you there. It's something designers should start playing with. Maybe Victor and Canuck can talk to Fury and get the inside info.
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Post by Deleted on Sept 28, 2020 8:45:54 GMT -5
Regarding Evangelist...I was thinking about something yesterday when reading through some of the comments in here - remember St. Bedes (sp?) in TGC19 Q-School? lol This is all I remember about St. Bedes
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Post by xboxjonnyuk on Sept 28, 2020 8:50:10 GMT -5
I’m sitting in position 2235 after five rounds on +36 and do you think it’s worth finishing Evangelist as I’m sure I’ll never even make CC-K?
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Post by bubbsboy100. on Sept 28, 2020 9:02:53 GMT -5
I’m sitting in position 2235 after five rounds on +36 and do you think it’s worth finishing Evangelist as I’m sure I’ll never even make CC-K? Yes. Feeling you got around 60 shots to play with. Battlers deserve a card and so they will.
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Post by zzfr33b1rdzz on Sept 28, 2020 9:05:41 GMT -5
I’m sitting in position 2235 after five rounds on +36 and do you think it’s worth finishing Evangelist as I’m sure I’ll never even make CC-K? Yes, finish your rounds. As long as your 8 round total is under +100 - you should get a card. CC-L is where the just under +100 will be. You'll find that as you improve - starting in the lower tours will be a lot of fun as the competition will be very similar. Also - keep in mind that there will likely also be players in the second leg that don't finish the full 4 rounds - so as long as you're under the +100 mark, you should get a card.
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Post by Deleted on Sept 28, 2020 9:07:54 GMT -5
I’m sitting in position 2235 after five rounds on +36 and do you think it’s worth finishing Evangelist as I’m sure I’ll never even make CC-K? Yes finish. Thats only 7 shots off K and a bunch haven’t even played R5 yet. Can’t win the lottery if you don’t buy a ticket. Has there been a statement of what CC-L is yet, maybe its where everyone who doesn’t get into at least K will go? Could end up with 400 players in it rather than dumping players out the tour back in to weekly qualifying.....unless the bottom of L will end up back in qualifying after enough demotion strikes?
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Post by SmilingGoats on Sept 28, 2020 9:35:22 GMT -5
CC-L is just what CC-G was prior to us adding more flights. There's been no change to the plan...just more tour cards added.
Those that don't qualify for a card will still be in the qualifying pool.
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Post by SkyBlueBen on Sept 28, 2020 9:37:16 GMT -5
I’m sitting in position 2235 after five rounds on +36 and do you think it’s worth finishing Evangelist as I’m sure I’ll never even make CC-K? Go for it. Plenty didn’t bother finishing last week that would have easily earned a card following the expansion. So crack on I say.
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Post by hoosierjoe on Sept 28, 2020 9:39:32 GMT -5
Haven't teed off yet, but I think I've decided that if my swing isn't there for a round I'm just gonna play for the bunkers and do what I can to avoid the water. All my blow up rounds have been because of the water in practice.
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Post by jp44 on Sept 28, 2020 9:46:16 GMT -5
After a solid -24 on Whiskey Dunes I decided to shoot myself out of contention with a wild +6 on the first round at Evangelist. Disappointed in myself to say the least.
Tempo completely left me and I think I found every hazard on the course and missed all the putts I had a chance at. Went to the range after the first round and thought I had things sorted out only to start round 2 with a very slow into the water. Instant rage quit and Im sitting 3 off the tee on the first hole of round 2. Going to have to play out of my mind to claw back especially considering that R1 was the easiest set up and I butchered it.
The course is tough but beautiful. Certainly unforgivable. After a relatively easy Whiskey Dunes in the first course I get the added challenge for the second course. It got me.
Don't know how I'm gonna do it but need to somehow shoot well under par on my last 3 rounds. Don't know where -30 for the 8 rounds will get me but I think that's the modified goal at this point.
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Post by bigtimepolecat on Sept 28, 2020 9:46:57 GMT -5
Haven't teed off yet, but I think I've decided that if my swing isn't there for a round I'm just gonna play for the bunkers and do what I can to avoid the water. All my blow up rounds have been because of the water in practice. I hear that, this strategy worked really well for me in practice, but not much during the event. Luckily, it seems almost every time I hit it into the water and had to re-tee I managed a 'birdie' on my second ball so was able to save bogey.
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Post by ABU_Bear on Sept 28, 2020 10:07:18 GMT -5
I had this happen in a practice round...when I declared an unplayable it put me all the way across the lake in the rough as my only drop zone. Couldn't get back across the lake because it was deep rough and maxed out on the hole. Went from -4 on the round to way over par in a hurry. Just a poor design in my opinion. It looks great to the eye...but just not fair that there is no real drop zone We (i say we meaning the design community, even though i haven't put anything out in over a year) need a tutorial from Arctic Fury on how to "convince" the game to give good drop zones. He does it all the time, by putting fairways in strategic spots, and the game just automagically knows to drop you there. It's something designers should start playing with. Maybe Victor and Canuck can talk to Fury and get the inside info. I really loved the look of the boardwalk around the edge. Aesthetically it looked awesome. Just sucked when you got caught in there. Also have had spots where the ball gets caught on the edge of the water and keeps dropping in the exact same spot when you declare an unplayable. Would be cool though if all designers were on the same page as to how to properly put drop zones in their courses
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Post by j3ngs_ on Sept 28, 2020 10:15:32 GMT -5
Seeing a lot of people talk about round 1 being the scorable one and the rest being tough. I finished with 3 birdies to post a +2 in round 1, and followed with a 66 in round 2. We don't need to talk about the back to back 76's over the next two rounds putting for me was just atrocious. Three putting everything from like 15 feet. Just hammering every single putt. Hopefully I hold on for a decent-ish CC tour.
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Post by cephyn on Sept 28, 2020 10:15:44 GMT -5
We (i say we meaning the design community, even though i haven't put anything out in over a year) need a tutorial from Arctic Fury on how to "convince" the game to give good drop zones. He does it all the time, by putting fairways in strategic spots, and the game just automagically knows to drop you there. It's something designers should start playing with. Maybe Victor and Canuck can talk to Fury and get the inside info. I really loved the look of the boardwalk around the edge. Aesthetically it looked awesome. Just sucked when you got caught in there. Also have had spots where the ball gets caught on the edge of the water and keeps dropping in the exact same spot when you declare an unplayable. Would be cool though if all designers were on the same page as to how to properly put drop zones in their courses It's a bit of a dark art, currently. The only person I've seen do it reliably is Arctic Fury.
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Post by sandsaver01 on Sept 28, 2020 10:51:30 GMT -5
I really loved the look of the boardwalk around the edge. Aesthetically it looked awesome. Just sucked when you got caught in there. Also have had spots where the ball gets caught on the edge of the water and keeps dropping in the exact same spot when you declare an unplayable. Would be cool though if all designers were on the same page as to how to properly put drop zones in their courses It's a bit of a dark art, currently. The only person I've seen do it reliably is Arctic Fury. I wonder if the only way to design it that way is to hit countless balls into the water from different places, in the designer, keeping track of where the game lets you drop, and then put that "Arctic Fury" strip of fairway there?
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