Just played a round here,
Nott_The_Brave . Played Pin 4, black tees, default conditions.
Hole 1: the bunker on the right side of the fairway is blind from the tee. Fairway here is pretty tight in general for CC level of play, but the light rough helps.
Hole 2: large centerline hazard is not really visible from the tee again.
Hole 3: I was defaulted to a 3-wood on this 478-yard, 28 foot uphill par-4. The centerline rough area here doesn't quite work, since you'll never consider going left of it - the fairway left is too narrow, and an approach shot from over there is 20-30 yards longer. There is also a bit of yellow sneaking into the 9-box grid around this pin at the default speeds (Med. Fast - 143), which means any speeds higher than this might not be useable. This limits scheduler's flexibility, since they can only use default speeds and below if there are colorful slopes around the pin already.
Hole 4: this one's a decent drivable par-4, as there is definitely danger. I think this one's OK. However, there are tall grasses planted in the light rough and on the fairway past the green. Just an FYI.
Hole 5: I am not sure about the sloping on the greens here. A good amount of the green is red-color slopes, and that small portion of the green to the left between the bunkers is not really serving any purpose. The pin here is not really CC level, and is probably illegal on most tours, as it's yellow all around the cup:
Hole 6: driver distance here on a 30 foot uphill, 550-plus-yard par-5 is pinched quite a bit. Not all fairway bunkers are not visible from the tee again. There is a lot of tall grass planted on the fairway:
This pin is set less than 2 boxes away from the edge of the green...the general guidance is to have it at least 3 boxes away:
Hole 7: This one's OK, the green might be a bit too small for a 250-yard par-3.
Hole 8: the fairway up near the green is sculpted quite harshly on this hole. The fairway to green transition is also not smoothly done and looks strange:
Hole 9: some harsh sculpting again, especially near the greenside bunker in front of the green. Pin here is again illegal, as it's yellow thru most of the 9-box.
Hole 10: fairway bunkers not visible from the tee. The fairway also ends 330 yards from the back tees, and then there's a 100 yard area of heavy rough between the end of the first part of the fairway, and where it starts up again. And because this is a downhill hole, I am prevented from hitting driver because the fairway ends. This is a 500-plus-yard par-4, and I can't hit driver most of the time. Thankfully I had wind in my face, so I could hit driver. And even by doing that, I am over 180 yards away from the hole. This is a hole that's protecting par a bit too much by stopping the fairway for no real reason other than to take driver out of players' hands. Feels manufactured. Not to mention the fact that there's yellow and orange slopes in the 9-box grid...
Hole 11: sorry to keep banging on this drum, but bunkers are not visible from the tee. Sculpting from the fairway keeps me from seeing the green, too. The green itself is over done. There's yellow in the 9-box again.
Hole 12: there are a few sculpting things on this hole, but it's my favorite on the course so far.
Hole 13: this hole, on the other hand, does not work for me. There's a centerline bunker 300 yards from the tee that's just kind of there. It's not visible from the tee, either.
After that bunker, the fairway narrows to a width that's basically unhittable. I also don't quite get the tall grass cluster to the left of the green, which is sitting on tightly-mown fairway? And if there's a pin just beyond the greenside bunker here...yikes:
Hole 14: green is way too small for a 200-yard par-3. There isn't really any room for 4 pins that would offer any different experience on this hole in a 4-round event. All would just be in the center of the bowl. None of the bunkers can be seen from the tee, and there's yellow in the 9-box grid.
Hole 15: this hole is fine. There are more tall grasses planted on mown light rough areas here again.
Hole 16: the tee box sightline here is cluttered, with a fence that blocks the view of the green and bunkers. This pin is diabolical and not TGCT legal:
Hole 17: the fairway has some harsh sculpting again, but the hole itself is OK.
Hole 18: this hole design is odd. People sitting on that patio to the left of the fairway hopefully are wearing hard hats and protective gear, since they are just feet away from the landing area.
Overall: sculpting, especially in terms of blindness off the tee, needs some work. Greens are overdone, and have slopes and pin locations that would not be useable on any tour, even on Platinum. It's honestly pretty far off from CC level...I would highly recommend playing
Lower Fishing Lake GC, which just won the CC Design Contest, or really any of the entries into that competition, to see how CC courses should play and be built if that's your goal/objective.
That said, as you're a rookie designer, there are a lot of things here to build off of. You have some good visions on hole designs and sightlines. I think you just need some more time and practice with the designer to get more of the technical and strategic things working the way they should.
I would recommend also watching b101's YouTube videos on how to build greens in PGA 2K23...these are great for understanding how to make interesting, yet challenging greens in the game: