Post by bhazen on Dec 13, 2022 16:55:28 GMT -5
Welcome!
I've debated putting this out on this board for several reasons, first and foremost is because this is my first ever design on any platform and I wasn't sure if I wanted the added pressure of making sure this project gets over the finish line. But having spent 100's of hours of digesting information, tips and tricks off this board and youtube (specifically Crazycanuck) I decided I'd post this just as a Thank You for everyone's effort in taking the time out of their daily lives to post how they go about designing great courses in this game. Another reason why I wasn't going to record this 'design process' was because I'm not doing this for anyone else but myself - I enjoy the process (more than I do playing the game), BUT a part of me wants to excel at this, and because of that, I need to open myself up to feedback both good and bad. Currently the only critique I get is from my 16 year old son - not very helpful.
Just a few things to note before I get any further along:
Platform: Xbox console <- yeah I know
Software: 2k21 version
Design Hours for this project so far: 135hrs (500hrs projected to complete - Current Estimated Completion Date March 2023).
My tech level: 5/10.
I'm listing my 'tech level' upfront is because you'll now understand I'm a complete computer idiot, I still need to figure out how to get pictures from my console to this thread (yes I've seen the post regarding this), along with a few other things. Please bare with me on any tech learning curve, I will try to keep this journey interesting.
My goal is to update this thread every 4-5 days. Hopefully it will garner some interest in my designs and this track.
In my design(s) I want to attempt to be as realistic as possible to a real world course taking into account a few 'general' rules:
1. Real world courses don't have everyone hitting 300yds off the tee.
2. Real world courses have people shanking approach shots. In game you really don't see a 50yrd 'worm burner' on a 150yrd approach. I need to plan for this.
3. Putting in game is easier than irl. I need to take this into account in designing my green complexes to be fun and achievable.
4. Restrictions with file size - I'm finding out very quickly this is important when it comes to planting large areas.
5. I'm not designing for pars versus under par. Scores are secondary to me. That being said, I will try to make scores match there assigned par on average but I won't compromise a design with crazy/outlandish design 'gimmicks' just to make par 'stick'
5. Not every hole has to be a 'signature' design hole. Make the design interesting but fair and playable so people come back for more. A well designed hole doesn't need five million gimmicks to make it a good hole.
6. I'm not going to punish a player for hitting a fairway or green. NO extreme slopes with crazy runoffs. Backstops and cambers will exist but will have realistic slopes and be playable for the average golfer.
7. There will be a good mix of risk-reward, length, and accuracy holes (with options for different shots and clubs) in my tracks. I will not create a track that only uses a single feature. Or forces you to use a specific club (i.e. less than driver on a par 5).
I'm going to design around these 'rules or facts' in order to make the course enjoyable to play in game. This really doesn't sound like a huge issue, but when constructing a playable track it does make a difference on how I'll design a hole. I'm not always going to knock a hole out of the park per se, but I do want to to make the course enjoyable, playable and thought provoking enough to bring people back to my courses.
Seven Bridges basic specs:
Par 72 - Parkland tract (4 par 3's, 4 par 5's, 10 par 4's)
Average fairway width: 30-35 yards
Average Green size: 90-110 yards circumference
Overall tract length: 7100-7500 yards (I wish the program would include an index and slope rating)
Hilly with water, 100+ bunkers, full cart path, waterfall(s), minimal rock work and of course: Seven Bridges.
Back in October of this year, shortly after purchasing the game (strictly for the designer), I begun the thought process for this track, I wanted a plot that was basically open, hilly with water. The reason was I wanted to really focus on sculpting and sightlines with this first design rather than planting and tree framing. I envisioned an mostly open course where you could see the other holes through windows. I wanted a "Hey what's over there?" vibe when you were playing an approach or tee shot. With these basic goals in mind, I set off with the course layout.
The layout was designed mostly with a triangle approach making sure wind direction and lighting came in from different angles on different holes. I believe the front nine doesn't have a single repeatable angle on back-to-back holes. The track itself is functional, with 1 and 10 near the Clubhouse and 9 and 18 ending back at the Clubhouse. I varied hole length using short, medium and long holes within the pars so a par 3 would have different distances within the par 3 subset, the 4's and 5's also followed suit. It worked out that the overall length was longer than what I had planned and what you would find in reality, but it seems to work and play well as a whole, so I decided not to shorten up the course just to make the overall distance more realistic.
I spent a ton of time with sightlines off tee boxes (four tee locations), and still didn't get them 100%. I'm tempted to go back and ripout a few tee boxes at this point (and still might), but a comment from one of Canuck's video's keeps coming back to me telling me to learn from it and fix it on the next design. When I start publishing pictures of the tee boxes, I'll point them out and you'll see what I mean.
The next item were the green complexes and slopes. I wanted to a minimum of four tee locations on each green that weren't necessarily 'tiers', not to say 'tiers' are bad and I did use some in some of the complexes, but realistically using them for 18 holes seems like a design copout. Getting the group tee locations correct was also important, I didn't want a tee location of lets say "3" to represent front right for all 18 holes. Getting a mix of locations, tucked pin locations, attackable pins, etc. took quite a bit of time. But I'm happy with the result.
After the greens came the +100 sand traps. Boy! Getting the sculpting and look on this was tough! I used predefined shapes combining them rather than splining because I wanted a consistent realistic size and look, and this was my first attempt. Hopefully I pulled this off and help tie the course together doing it this way. Nothing fancy here, no railroad ties, high grasses, traps in the middle of fairways, etc. Just kept is boring and simple. I did locate some traps for visual purposes only to frame things in and I'm really not expecting them to come into actual play but overall I'm happy with the way they came out. I'm sure I messed this up on a few, but overall I think they are pretty much locked in.
Fairways and rough layers came next, I wanted real rollouts and slopes here. I didn't want to punish a player for a small mishit that made the ball roll out into rough. And in this design, the rough collar is pretty small before hitting deep rough. I wanted to punish the golfer when they landed in the deep rough, not when they rolled into it.
Finally, I tried my hand at a couple of waterfalls and rock faces. As I grow as a designer, I can see where I can improve here. Going back to my main points, I tried to keep this more minimalistic and made the rock faces follow a ridge within the course track rather than just 'creating' the feature. After making them, I read (or heard) somewhere that waterfalls are the no-go for new designers and I hope my attempt won't put people off enjoying the course. But I figured this was an opportunity for me to work with moving water in the designer. Again, I'll only get better if I'm not afraid to try something. I kept the features small so they aren't overpowering the course as a whole and weren't the 'main' feature of the course. I feel like they blend in rather well.
This bring us to the current date - I'm currently planting. Trees and bushes are done through Hole 4 and grasses though Hole 2 are complete. Getting the right mix of plants, grasses and trees for the look I want is difficult for me. I've been through three iterations so far and I'm not 100% sure if this mix is going to be the final product. The overall look isn't quite the realistic look I'm reaching for - I've seen screen captures of current WIP courses like Limberlock Island, and Bluebonnet Country for example that create a more realistic representation than what I currently have. Maybe this will come as I get better understanding and more practice, but that realism and 'art' I've always struggled with. If you want me to draw a cartoon, no issues. But creating a believable sunset landscape picture, I'll tend to struggle and this medium is no exception. This is where I'm most worried about getting feedback because I know its a huge weakness of mine. But practice and feedback will make me better in the longrun.
If you've made it this far, Thank You for your time and interest. I'll hopefully update the thread in a few days with WIP pictures and will ask for specific feedback - the one thing I'll try to do is make changes according to your feedback. If I decide I can use or even do your suggestion, the next time I'll update this thread, I'll show the change before moving on.
Current Help Request Feedback:
1. Multi select planting grasses - is there a way to do it without taking up so much space meter? I would like to know if there is a way to plant more efficiently. If I do use multi planting, does a certain size use more or less meter? I'd prefer NOT to place each blade of grass by itself on my console.
Thanks!
I've debated putting this out on this board for several reasons, first and foremost is because this is my first ever design on any platform and I wasn't sure if I wanted the added pressure of making sure this project gets over the finish line. But having spent 100's of hours of digesting information, tips and tricks off this board and youtube (specifically Crazycanuck) I decided I'd post this just as a Thank You for everyone's effort in taking the time out of their daily lives to post how they go about designing great courses in this game. Another reason why I wasn't going to record this 'design process' was because I'm not doing this for anyone else but myself - I enjoy the process (more than I do playing the game), BUT a part of me wants to excel at this, and because of that, I need to open myself up to feedback both good and bad. Currently the only critique I get is from my 16 year old son - not very helpful.
Just a few things to note before I get any further along:
Platform: Xbox console <- yeah I know
Software: 2k21 version
Design Hours for this project so far: 135hrs (500hrs projected to complete - Current Estimated Completion Date March 2023).
My tech level: 5/10.
I'm listing my 'tech level' upfront is because you'll now understand I'm a complete computer idiot, I still need to figure out how to get pictures from my console to this thread (yes I've seen the post regarding this), along with a few other things. Please bare with me on any tech learning curve, I will try to keep this journey interesting.
My goal is to update this thread every 4-5 days. Hopefully it will garner some interest in my designs and this track.
In my design(s) I want to attempt to be as realistic as possible to a real world course taking into account a few 'general' rules:
1. Real world courses don't have everyone hitting 300yds off the tee.
2. Real world courses have people shanking approach shots. In game you really don't see a 50yrd 'worm burner' on a 150yrd approach. I need to plan for this.
3. Putting in game is easier than irl. I need to take this into account in designing my green complexes to be fun and achievable.
4. Restrictions with file size - I'm finding out very quickly this is important when it comes to planting large areas.
5. I'm not designing for pars versus under par. Scores are secondary to me. That being said, I will try to make scores match there assigned par on average but I won't compromise a design with crazy/outlandish design 'gimmicks' just to make par 'stick'
5. Not every hole has to be a 'signature' design hole. Make the design interesting but fair and playable so people come back for more. A well designed hole doesn't need five million gimmicks to make it a good hole.
6. I'm not going to punish a player for hitting a fairway or green. NO extreme slopes with crazy runoffs. Backstops and cambers will exist but will have realistic slopes and be playable for the average golfer.
7. There will be a good mix of risk-reward, length, and accuracy holes (with options for different shots and clubs) in my tracks. I will not create a track that only uses a single feature. Or forces you to use a specific club (i.e. less than driver on a par 5).
I'm going to design around these 'rules or facts' in order to make the course enjoyable to play in game. This really doesn't sound like a huge issue, but when constructing a playable track it does make a difference on how I'll design a hole. I'm not always going to knock a hole out of the park per se, but I do want to to make the course enjoyable, playable and thought provoking enough to bring people back to my courses.
Seven Bridges basic specs:
Par 72 - Parkland tract (4 par 3's, 4 par 5's, 10 par 4's)
Average fairway width: 30-35 yards
Average Green size: 90-110 yards circumference
Overall tract length: 7100-7500 yards (I wish the program would include an index and slope rating)
Hilly with water, 100+ bunkers, full cart path, waterfall(s), minimal rock work and of course: Seven Bridges.
Back in October of this year, shortly after purchasing the game (strictly for the designer), I begun the thought process for this track, I wanted a plot that was basically open, hilly with water. The reason was I wanted to really focus on sculpting and sightlines with this first design rather than planting and tree framing. I envisioned an mostly open course where you could see the other holes through windows. I wanted a "Hey what's over there?" vibe when you were playing an approach or tee shot. With these basic goals in mind, I set off with the course layout.
The layout was designed mostly with a triangle approach making sure wind direction and lighting came in from different angles on different holes. I believe the front nine doesn't have a single repeatable angle on back-to-back holes. The track itself is functional, with 1 and 10 near the Clubhouse and 9 and 18 ending back at the Clubhouse. I varied hole length using short, medium and long holes within the pars so a par 3 would have different distances within the par 3 subset, the 4's and 5's also followed suit. It worked out that the overall length was longer than what I had planned and what you would find in reality, but it seems to work and play well as a whole, so I decided not to shorten up the course just to make the overall distance more realistic.
I spent a ton of time with sightlines off tee boxes (four tee locations), and still didn't get them 100%. I'm tempted to go back and ripout a few tee boxes at this point (and still might), but a comment from one of Canuck's video's keeps coming back to me telling me to learn from it and fix it on the next design. When I start publishing pictures of the tee boxes, I'll point them out and you'll see what I mean.
The next item were the green complexes and slopes. I wanted to a minimum of four tee locations on each green that weren't necessarily 'tiers', not to say 'tiers' are bad and I did use some in some of the complexes, but realistically using them for 18 holes seems like a design copout. Getting the group tee locations correct was also important, I didn't want a tee location of lets say "3" to represent front right for all 18 holes. Getting a mix of locations, tucked pin locations, attackable pins, etc. took quite a bit of time. But I'm happy with the result.
After the greens came the +100 sand traps. Boy! Getting the sculpting and look on this was tough! I used predefined shapes combining them rather than splining because I wanted a consistent realistic size and look, and this was my first attempt. Hopefully I pulled this off and help tie the course together doing it this way. Nothing fancy here, no railroad ties, high grasses, traps in the middle of fairways, etc. Just kept is boring and simple. I did locate some traps for visual purposes only to frame things in and I'm really not expecting them to come into actual play but overall I'm happy with the way they came out. I'm sure I messed this up on a few, but overall I think they are pretty much locked in.
Fairways and rough layers came next, I wanted real rollouts and slopes here. I didn't want to punish a player for a small mishit that made the ball roll out into rough. And in this design, the rough collar is pretty small before hitting deep rough. I wanted to punish the golfer when they landed in the deep rough, not when they rolled into it.
Finally, I tried my hand at a couple of waterfalls and rock faces. As I grow as a designer, I can see where I can improve here. Going back to my main points, I tried to keep this more minimalistic and made the rock faces follow a ridge within the course track rather than just 'creating' the feature. After making them, I read (or heard) somewhere that waterfalls are the no-go for new designers and I hope my attempt won't put people off enjoying the course. But I figured this was an opportunity for me to work with moving water in the designer. Again, I'll only get better if I'm not afraid to try something. I kept the features small so they aren't overpowering the course as a whole and weren't the 'main' feature of the course. I feel like they blend in rather well.
This bring us to the current date - I'm currently planting. Trees and bushes are done through Hole 4 and grasses though Hole 2 are complete. Getting the right mix of plants, grasses and trees for the look I want is difficult for me. I've been through three iterations so far and I'm not 100% sure if this mix is going to be the final product. The overall look isn't quite the realistic look I'm reaching for - I've seen screen captures of current WIP courses like Limberlock Island, and Bluebonnet Country for example that create a more realistic representation than what I currently have. Maybe this will come as I get better understanding and more practice, but that realism and 'art' I've always struggled with. If you want me to draw a cartoon, no issues. But creating a believable sunset landscape picture, I'll tend to struggle and this medium is no exception. This is where I'm most worried about getting feedback because I know its a huge weakness of mine. But practice and feedback will make me better in the longrun.
If you've made it this far, Thank You for your time and interest. I'll hopefully update the thread in a few days with WIP pictures and will ask for specific feedback - the one thing I'll try to do is make changes according to your feedback. If I decide I can use or even do your suggestion, the next time I'll update this thread, I'll show the change before moving on.
Current Help Request Feedback:
1. Multi select planting grasses - is there a way to do it without taking up so much space meter? I would like to know if there is a way to plant more efficiently. If I do use multi planting, does a certain size use more or less meter? I'd prefer NOT to place each blade of grass by itself on my console.
Thanks!