There are only a few basic aspects involved in designing
a course:
Routing,
Terrain shaping, Elevations, and Objects.
The goal is to combine all these
to make a fun and visually appealing course to play.
Below, I'll provide some tips that I've gathered over
6 years of course designing and playing on the Jack
Nicklaus series.
Routing
Routing is arguably the easiest
part of designing a course. However, it should not
be taken lightly. The par for each hole is determined
by the number of shot points on the hole. A hole
with 2 shot points (tee and green) will be given
a par of 3, a hole with 3 shot points will be given
a par of 4, etc. If you'd like to change the par
on a hole once it's routed, you can add and delete
shot points. Do this by moving the mouse between
two shot points, right clicking and choosing "add
shot point" to raise the par. Likewise, if you want
to lower the par, move the mouse over one of the
shot points, right click, and chose "delete shot
point".
When routing the course, it's a
good idea to start out with a par 4 between 350
and 410 yards. The norm for routing is to have a
par 72 course with 2 par 3's and 2 par 5's on each
nine. You can either route all 18 holes at once,
route them one at a time, or route them in groups
of 3-6, depending on what you are trying to accomplish
with the design.
One of my favorite things to do
is route holes with 'in-between' yardages. For example,
a 300 yard par 4, which plays like a par 3 1/2.
The same thing goes for par 5s, I like to include
a shortish(480yd - 520yd) par 5 which requires good
placement to reach in two, rather than pure length.
Terrain
Shaping
Terrain shaping is one of the most
important aspects of the course design, as it effects
both how the course plays and looks in a direct
way. One of the biggest mistakes I see from amateur
and veteran designers alike is the use of far to
many vertexes in each shape, whether it be a bunker,
tee, fairway, or green. Try to keep your terrain
shapes as simple as possible, there is no need to
have a bunch of vertexes unless you are working
with a VERY detailed shape. Most of the time, more
vertexes just make the shape blocky, hard to work
with and to keep rounded.
There are various combinations of
terrain types that have become popular among designers.
The most common are a ring of fringe around tee
boxes, a dirt ring around bunkers, light rough rung
around the fairway, fringe around the green, ect.
All of these effects can be done very easily using
the stretch command. Just copy and paste your bunker,
green, tee, or fairway shape. Next, just double
click on the pasted shape and change it to the desired
terrain, then in the stretch box, type in a number
and the shape will stretch out. Then place it under
the shape that you want to "ring" with that terrain
type. I like to use a stretch of 2 for placing fringe,
but you should experiment with your own numbers
for the other terrain types.
Be creative with your shapes - don't
make everything round or oval. Start by using shapes
from the bunkers and greens palettes. Then when
you get comfortable with the designer you can create
more interesting, exotic shapes. An excellent example
of good terrain shaping is Rolling Evergreen by
Brian Silvernail. If you take a good look at the
course, you will see that every bunker, green, tee,
and fairway shape is different and unique.
New designers should download this
course, take a look at the shapes and learn from
them.
Elevations
Working with elevations is the toughest
thing to learn about course designing, and it's
even tougher to master. The main thing to remember
when working with elevations is to use the smooth
and power smooth (shift + smooth) options often.
Also do a lot of experimenting with the elevations,
and get a feel for how they work. The higher you
want your hill to be, the larger you need to make
the terrain shape.
I like to create larger hills about
20-30 yards off the fairway where they make a nice
backdrop to place trees, and help hide the green
line. The more detailed and smaller hills I place
on the fairway and in the light rough. Try to create
elevations that flow with the contour of the fairway,
and blend in with the green. Try for a natural look,
instead of placing large bulges just to have hills.
For detailed work near greens and bunkers, make
smaller terrain shapes and bulge up and down to
get the desired look, making sure to smooth as you
work. A good guideline is 2-4 smooths for every
large bulge, and 1 or 2 smooths for smaller more
detailed bulges. Also use the power smooth for faster
smoothing results.
It's always a good idea to lower
any water you may have on your course. This gives
a more realistic look. It can be difficult to lower
water without lowering other terrain that may be
next to it. So, for lowering water, try this...
First, select the water, then chose the "change
elevation" command. In the "set to height" box,
enter anything from -2 to -10. Then smooth the water
a couple times. Use the rendered view to see the
results of the lowered water.
Objects
Object placement has the biggest
impact on how your course will look and feel. Before
you start placing objects, take a long look at the
trees palette and get a good idea of what types
of trees are available. Next, you need to choose
a set of objects that you plan to use on the course(or
create your own artwork). Don't just place one or
two different tree types on every hole. Choose at
least 5-10 different tree types to place on your
course. You should test them out and see how they
look together, so open up one of the holes and place
two or three of each tree type in a medium sized
area - use the rendered view to see how they blend.
Keep playing with the different
objects types until you get a group of trees that
you like. I aim to have some very tall trees (80ft
or more), very short trees (20ft or less), and a
lot of medium sized trees (20-70ft). (I place about
half the amount of tall and short trees that I do
medium trees.) This gives a more even feel to the
course. Now, once you have chosen the objects you
will use, you are ready to start placing them on
your course.
Start with the first hole, placing
trees around the hole, but remember to make it look
like the course was routed through the trees and
not the other way around. In other words, don't
just pile the trees right next to the fairway in
neat little rows. Spread them out and make it look
natural. You will want to make some places more
dense then others, so once you have your base of
objects set for the hole, add more trees to certain
places to make them thicker, and remove some trees
from other places - this gives a more natural look
of dense and lightly forested areas.
There are three basic categories
for tree placement. The first is all the trees that
will likely never come into play and are just for
looks, the second are the trees that effect play
when the player strays slightly from the fairway
but are still mostly for looks, and the third type
is those that are placed on or very near the fairway
and force the golfer to play around or over them.
I've even seen some older JN courses with trees
on the green! Most designers never place trees in
the third type of category, which is a bit disappointing.
I like to have at least one or two holes where trees
come directly into play and force the player to
work around them.
Another type of object you will
need to place is bushes and shrubs. 90% of the time
you will not want these to effect play, as they
are normally used for looks and dressing up the
course. Some designers like to place a lot of them,
some just a few, and others will not place any at
all. So it's up to you to decide how you like to
use bushes and shrubs on your course. I usually
lean towards just placing bushes and shrubs near
the teeing areas. I normally use the red azalea
and the pink/purple flowering ice plant, depending
on the look I'm going for. Under the flowers, I
always place topsoil, dirt, or mulch. This gives
a more realistic look of being "planted" instead
of just sitting there on top of the grass.
Designing a course takes time and
patience, so don't be in a big hurry to finish your
first course and release it to the public. There
are plenty of user-developed courses available to
cyber golfers. A well finished course will stay
on hard drives longer and be enjoyed much more than
a rushed effort.
Also, don't expect to become a great
course designer on your first, or even second attempt.
Some of the more popular Nicklaus designers, like
Steve Opfer, Ken McHale, and Scott Antes, have designed
20-30 courses before releasing anything to the public.
I'm not saying don't release your first course,
just don't get your expectations up high until you
hear feedback from others. If your course is good,
you will hear about it, believe me.
And lastly, always play your course
at least a few times from each pin position, and
use play testers to get outside opinions. This will
most likely weed out any problems or errors in your
course before it is released.
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