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Post by b101 on Jan 11, 2021 13:19:47 GMT -5
Pretty much sums up a lot of my philosophies. I will also route without paper if I’ve got less of an idea in my head beforehand - if so, scour the land for good greensites and go from there.
Also, whilst I get the ‘build holes one by one’ mantra, I can’t stress enough the need for planning and looking at your other holes when routing to ensure you don’t repeat the same tricks or encourage the same strategic plays. Nothing worse than getting to your 10th and realising it’s basically the same hole as 7 but you’ve got nowhere else to go. Think of what the key characteristic of each hole will be, how you’ll challenge tee shot/approach, what the distance of approach is, hole direction (for wind) and par. If you can balance all of those when routing, you are more than 50% of the way there and it really shows in the final product.
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Post by mctrees02 on Jan 11, 2021 13:59:45 GMT -5
Have you watched any of b101 videos on building South Yarra? I believe it’s the third episode where he gets into transferring a paper routing into the designer and allowing flexibility to tweak holes if they don’t fit as well in the game as they do on paper. Pete Dye was a master of building the holes by what they saw in the field rather than holding tight to original blueprints. In other words, start with a plan but be willing to pivot if you see something that can make a hole better. Using Meyo’s plot randomizer affords you the opportunity to do just that.
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Post by wayne0881 on Jan 11, 2021 15:28:01 GMT -5
Have you watched any of b101 videos on building South Yarra? I believe it’s the third episode where he gets into transferring a paper routing into the designer and allowing flexibility to tweak holes if they don’t fit as well in the game as they do on paper. Pete Dye was a master of building the holes by what they saw in the field rather than holding tight to original blueprints. In other words, start with a plan but be willing to pivot if you see something that can make a hole better. Using Meyo’s plot randomizer affords you the opportunity to do just that. Hi - Yes very familiar with his work - and Crazycanuck - taking what I can from those guys!
Good point with being flexible when it comes to design - sometimes hole ideas are just there and then others 'you can't see the wood for the trees...'
So all in all I think i'll start with a basic workflow blueprint (just so i'm not procrastinating - and wasting time) but realise not all courses will be approached the same, so can't really expect to follow the same blueprint for every course.
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Post by Q on Jan 11, 2021 23:54:11 GMT -5
I come from the Cities Skylines mapping community (huh, same engine and similar mapping tools) so Im very plot centric. I like designing detailed plots with an idea in mind and then after it's "done" I mark 20-30 greensites and pick the best ones and then design the rest of the course moving as little land as possible. This can back me into corners with routing but you can get some really cool holes by doing this method. I generally only sculpt areas if they are unplayable.
I dont exactly advise doing this method but it was fun to share!
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Post by slippymcdippy on Feb 22, 2021 17:54:55 GMT -5
It depends. Usually I will generate a plot, depending on theme, and ill pick "alleys between trees a hole at a time, then route and elevate and sculpt each hole. then ill add features
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