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Post by playkex on Jul 7, 2016 19:34:58 GMT -5
Hey guys. So after starting and ultimately deleting countless courses that I've decided not to continue, (no joke I've done this at least 40 times) and squandering a good 60+ hours of work in the game, I'd like to know what goes into making a great course that everyone can take something positive from. Seems to me that all of the courses I start are lacking even from the first hole. The courses that are played on tour and courses designed by well-known designers all seem to have something about them that makes you remember and want to play them again.
I'd like to create a list of things that are important in making a course that everyone can enjoy. Not necessarily to make it on tour because I feel once you try to design for that specific reason it takes the fun out of it, but just to help myself and those that I'm sure are also struggling with starting and finishing a course. Maybe I'm setting my standards too high? Not sure. If you could leave feedback below on these things that are important, that would be great! I hope to get some well-known designers to give some small pointers on this subject. Thanks!
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Post by Terry Grayson on Jul 7, 2016 19:41:30 GMT -5
Don't know about everyone else... But back in the PGA2000 days when we did an official review we used the following... I tweak it in my mind to suit TGC and then ask myself some or all of these questions when playing a course, or even when I design....
Greens: 1. _____ Smooth ? 2. _____ Can they be played in firm condition with ball consistently stopping near the hole? 3. _____ Are they interesting? 4. _____ Do they show variety? 5. _____ Are they the proper size to hold the shot? 6. _____ Would the player have the chance to get the ball to the hole in soft conditions? 7. _____ Is there a good variety of pin locations and are they fair? 8. _____ Are there some raised and/or lowered green sites? 9. _____ Do the greens roll consistently? 10. _____ Are the greens multi-dimensional (i.e. false fronts, holding areas, multi-level)?
Fairways: 1. _____ Are they smooth? 2. _____ Are they interesting? 3. _____ Do they contain good strategic elements? 4. _____ Is there more then one option available on some? 5. _____ Are they wide enough? 6. _____ Are they close enough to the tee box? 7. _____ Is there a buffer texture between the fairways and the rough? 8. _____ Is the surrounding texture fair? 9. _____ Do they hold the ball in Firm conditions? 10. _____ Do the texture colors match?
Elevations: 1. _____ Are they somewhat believable? 2. _____ Can they be mowed? 3. _____ Are the playable areas smooth ? 4. _____ Are the non-playable areas sufficiently smoothed?
Bunkers: 1. _____ Do the bunkers look real? 2. _____ Are they of varied shapes? 3. _____ Are they of varied depth? 4. _____ Are they of varied size? 5. _____ Are they interesting? 6. _____ Are they properly sunken? 7. _____ Are they properly smoothed and set?
Objects: 1. _____ Are the objects believable? 2. _____ Are trees and bushes varied in height? 3. _____ Are they placed in a realistic manner? 4. _____ Are bushes proper size (scale)? 5. _____ Are trees and bushes set properly 6. _____ Are misc. objects proper size (i.e.. Ball washers)? 7. _____ Are there tee-markers? 8. _____ Are misc. objects placed properly? 9. _____ Are misc. objects set properly (i.e. does bridge land on both banks, objects not floating above ground)? 10. _____ Does it look uncluttered?
Water: 1. _____ Is it set well? 2. _____ Do the objects surrounding the water fit in (No floating rocks, etc)?
Appearance: 1. _____ Is the course pleasing to view? 2. _____ Do the textures look natural together? 3. _____ Is the horizon done well, and does it look natural? 4. _____ Did the designer take advantage of the full land-plot designer? 5. _____ Did non-playing areas receive the same attention to detail?
Layout: 1. _____ Is this an interesting course? 2. _____ Does it have good strategic elements without to many gimmicks? (i.e. forced carries, forced lay-ups, trees blocking shot path)?
3. _____ Does it have a good mix of par 3's 4's and 5's? (Not overloaded with one type)?
Realism: 1. _____ Could this course be built in real life? 2. _____ Do the textures match the surroundings? 3. _____ Is there proper access to elevated or sunken areas? 4. _____ Is the course free from unbelievable objects?
Design Balance: 1. _____ Does this course have a good variety of length? 2. _____ Doglegs left & right? 3. _____ Straight Holes? 4. _____ Up Hill & Down Hill Holes? 5. _____ Is it free of holes that penalize drives of 250 - 260 yards? 6. _____ Are the tee boxes constructed properly (i.e. ample size)? 7. _____ Are the tee-boxes free of obstructions? 8. _____ Do the tee-boxes allow the player to point at the target? 9. _____ Are most par 3's less than 200 yards? 10. _____ Any Par 5's reachable in two?
Just a tool for both the player and designer to think about... May not work for all...But I think its a good start
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Post by scampi00 on Jul 7, 2016 20:36:17 GMT -5
Hey guys. So after starting and ultimately deleting countless courses that I've decided not to continue, (no joke I've done this at least 40 times) and squandering a good 60+ hours of work in the game, I'd like to know what goes into making a great course that everyone can take something positive from. Seems to me that all of the courses I start are lacking even from the first hole. The courses that are played on tour and courses designed by well-known designers all seem to have something about them that makes you remember and want to play them again. I'd like to create a list of things that are important in making a course that everyone can enjoy. Not necessarily to make it on tour because I feel once you try to design for that specific reason it takes the fun out of it, but just to help myself and those that I'm sure are also struggling with starting and finishing a course. Maybe I'm setting my standards too high? Not sure. If you could leave feedback below on these things that are important, that would be great! I hope to get some well-known designers to give some small pointers on this subject. Thanks! First Terry Grayson, that post deserves it's own thread in my opinion. Great response. Second, I don't know if you're necessarily being to harsh but I would still publush your courses before throwing them away to see if other's feedback aligns with your own.
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Post by tastegw on Jul 7, 2016 21:15:53 GMT -5
good stuff, we need a checklist like that in the designer.
and the game checks them off for us as we go.
would need to be tinkered with of course, but the idea is great.
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