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Caveland Valley
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nuttywoody
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Posted: Thursday, February 19, 2009 at 10:00:16 PM | IP Logged

edited by: nuttywoody on Thursday, February 19, 2009 at 10:07:00 PM sp
 
Ok, Ive been really working on this course a lot for a long time. I have made lots of mistakes and learned a ton. I think I have it pretty much done. I had the benefit of an early test and helpful feedback from some kind folks. Im to the point where I am driving the camera around the cart paths and trying to do some civil engineering of paths on some pretty outrageous terrain.

My main hope is that people will find the course to be fun and entertaining.

So here are a few recent shots... 
 
 
 
 

 
nuttywoody
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Posted: Thursday, February 19, 2009 at 10:02:30 PM | IP Logged

Hole 5 was a replacement for the originl hole 14, which was too close to the edge of the plot.  
 
 
 
 

 
jimi
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Posted: Friday, February 20, 2009 at 5:43:08 AM | IP Logged

Looks sweet but the slope in the fairway on that first pic seems a bit steep. 
 
 
 
 

 
jmeier
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Posted: Friday, February 20, 2009 at 10:16:11 AM | IP Logged

I agree with Jimi, I also agree that there landing area in the fairway in the second one is too narrow in the flatter area with both sides falling off very severe. Very fine line to hit that and keep it in the fairway especially with any wind. 
 
 
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nuttywoody
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Posted: Friday, February 20, 2009 at 12:12:29 PM | IP Logged

I agree with both notes on Fws. The first has been corrected since the pic. The second could use some work, but in a way it's meant to push the second shot choice to the green. It's more or less meant to make you think. The distances set up the second shot to be a pretty obvious shot at the green. But from the front tees the #2 landing area might be within range, though risky to to the rocks. I'll compromise and make it a little wider and more flat.

I need to try playing adn testing on a higher level of difficulty, I've just been dreading that learning curve.

I have a problem getting bored with huge, flat fairways, and I realize I need to compensate for that and consider players higher difficulty levels. 
 
 
 
 

 
jmeier
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Posted: Friday, February 20, 2009 at 12:56:28 PM | IP Logged

In a risk reward situation (which I am speculating this is with the fairway being the safe play) The safe play should me easier to hit, but maybe further from the hole for approach, or have a less than ideal angle to reach the pin etc. Normally in most designs you always have defined landing areas for tee/approach shots that should not be excessively punishing. Lets take a short par 4 as an example. You need to use the driver to get to a very short wedge shot, but as a designer you want to try and make the player risk that shot, or to take a safer approach and hit fairway wood, leaving say a 9I. Make the landing area st the appropriate distance for the shorter shot very inviting and easy to make. Make the longer landing area much more risky, but when executed properly leaves the reward, which should be an easy wedge to the green. Ideally you do not want to make the course difficult, you want the course set to allow for great scoring opportunities when played by your plan, especially for the better players, but still leave a rewarding and fun experience for less skilled players. Good players wether in pc golf or the real thing will pick any course apart. Even a major venue, such as Augusta, put the players out there for a fun round outside of a tournament competition without the pressure of the tour. They will tear it up. The mental aspect is what you want to bring out.

Hope the babbling helps 
 
 
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nuttywoody
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Posted: Friday, February 20, 2009 at 1:06:33 PM | IP Logged

edited by: nuttywoody on Friday, February 20, 2009 at 1:27:00 PM sp
 
Hope the babbling helps

Thanks for taking the time for that response! You are not babbling at all, but give an excellent and clear explanation of the idea. I have a few books on GC design in the pipeline, and I really do want to incorporate this kind of thinking into my designs.

What you say makes sense;; choices should be between safe and risky, not between risky and risky. 
 
 
 
 

 
nuttywoody
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Posted: Sunday, March 1, 2009 at 8:54:26 PM | IP Logged


jmeier said:
"I agree with Jimi, I also agree that there landing area in the fairway in the second one is too narrow in the flatter area with both sides falling off very severe. Very fine line to hit that and keep it in the fairway especially with any wind."


ok, been working...

 
 
 
 
 

 
nuttywoody
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Posted: Sunday, March 1, 2009 at 8:56:23 PM | IP Logged

bit of smoothing to do on the FW,but... 
 
 
 
 

 
nuttywoody
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Posted: Sunday, March 1, 2009 at 8:57:45 PM | IP Logged

12th... 
 
 
 
 

 
nuttywoody
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Posted: Sunday, March 1, 2009 at 9:05:08 PM | IP Logged

shady grove 
 
 
 
 

 
axe360
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Posted: Monday, March 2, 2009 at 10:26:23 AM | IP Logged

May I suggest also, that you do something about that car path in the 4th to the last pic?

Doesn't look like a cart could stay on that one.

 
 
 
 
 

 
nuttywoody
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Posted: Monday, March 2, 2009 at 11:27:51 AM | IP Logged


axe360 said:
"May I suggest also, that you do something about that car path in the 4th to the last pic?

Doesn't look like a cart could stay on that one.

"


Sure, thanks!

We use ATV's and pack mules for carts in Kentucky ;-) Seriously, still worling on my paths on the sides of hills skills. I have fixed about 90% of these (not easy) and still working on lots of planting and terrain details. Seems like I fix 10 things, test, and find 10 more. But I am still having fun and learning as I go.

I have most recently spent about 4 hours re-working holes with an eye to fairness, play options, and high-wind conditions.

I still have a ways to go. My next big push (after 5 more things to fix from testing and another go at some path leveling) is to go through add add some more structural details. Stairs, benches, shelters, flower beds. I am also going to bring the clubhouse into closer view of the first hole; I also need to add a bridge for the return from the 18th to the CH.

My next course will likely have a bit more mundane terrain work! 
 
 
 
 

 
axe360
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Posted: Monday, March 2, 2009 at 2:39:35 PM | IP Logged

Lol, I hear ya. Cart paths can be brutal. 
 
 
 
 

 
TruBluMich
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Posted: Monday, March 2, 2009 at 6:30:14 PM | IP Logged

Im going to give a different perspective.

Designs from one architect to another are completley different and following a set standard is something I have never agreed with.

What I mean is simple, you have to ask your self WHO are you designing the course for, WHAT skill level are you trying to challenge....non-fiction courses have ALOT of freedom where real courses need to follow what the course feels like and plays like.

A great design WILLchallenge each skill level from there respective tee. Someone on the back tees may not be able to even get into position for something you put in play for someone off the red tees. So when creating a hole keep that in mind. I use a soft rule to landing areas, I try to give each tee a VERY SAFE landing area, a NORMAL landing area and a HIGH RISK area.

Here MY approach to a course I try to make it so players have to hit every club in thier bag no matter what tee position there using. I always try to include at least one shot that the player has to hit perfect to get a HUGE reward. Example driving a par 4. Most of the time I try to make an eagle on a par 5 all but impossible unless they hit TWO PERFECT shots and make a great putt. I hate grip and rip courses but always try and make at least one or two holes that the player can use thier driver, now if I want them to hit an iron off the tee, I tease them with the driver, by making them think they can make it to the landing area with HUGE consequences if they miss.

If you get anything from reading this, EVERY SINGLE course should have at least 2 but NO MORE than 4 holes that when a player gets to that hole they say to them selfes I HATE THIS HOLE, but they LOVE it for that same reason it is a small vistory on the course if they birdy it.

Thats what I do thats my believes in a good course. Use these or someone elses, but to make a course that players talk about you have to have your own signature.

NOW with that being said, this is a video game where everyone who plays your course is better then Tiger. SO something that would be extreme in real golf is not so extreme in a video game.

I love the look of your course it really shows a lot of terrain work and purpose plantings. 
 
 
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nuttywoody
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Posted: Saturday, April 11, 2009 at 2:25:19 AM | IP Logged

edited by: nuttywoody on Saturday, April 11, 2009 at 2:26:00 AM att
 
Thanks to everyone for all the testing, advice, patience, encouragement, and support. This one has been uploaded and hopefully a few may enjoy it. Ive learen a lot and hopefully the next one will come easier. 
 
 
 
 

 
nuttywoody
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Posted: Saturday, April 11, 2009 at 2:27:11 AM | IP Logged

 
 
 
 
 

 
 
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