USOF COURSE DESIGN GUIDELINES
GENERAL CONSIDERATIONS FOR ALL COURSES
Objective
Orienteering's slogan is that it is "the thinking sport;" doing well requires
a combination of physical and mental skills. These skills are put to the test by
the course setter, working in the framework of the given map and terrain. It is
nearly impossible to set a course that does not offer a good physical test,
providing that it is of the proper length; the challenge for the course setter
is to offer mental test appropriate to the skill level of those for whom the
course is intended.
Skill not Luck
You are setting the course for an orienteer, not a surveyor, so the feature
you use must be distinct. You should avoid such control sites as "the middle of
the marsh" (unless it is a very small marsh) or "the hillside." Why? Because
they introduce too much of an element of luck into the competition. The
competitor should be able to orienteer directly to the control if he is
skillful, and not have to count on finding it by using a systematic search (he
may end up doing that anyway, but he should not have to). Often a contour line
will have a gradual bend in it that could be called a spur (or reentrant). Avoid
this also; it may be hard out in the woods to tell just where the spur or
reentrant is. Your features for control sites can be small, but they must be
distinct.
In general, avoid dense areas for controls, especially if the terrain is
somewhat vague. Again, it is a matter of what is fair; are you requiring skill
or luck? Finding a control point (for example, a pit) in the middle of a large,
flat, dense area places too great a premium on luck, even if the point itself
(the pit, say) is distinct. Dense areas are okay if the terrain is well
defined.
Start-Finish Location
Good terrain for White and Yellow courses, with plenty of linear features,
often dictates where the Start will be. Most competitors like to have the
Finish/Competition Center as close to the parking as possible. Move the Start to
a higher elevation to reduce climb.
Avoidance of Dog-legs
Leaving a control, there should not be a logical route that doubles back
through the same area from which the control was approached. Why? Because
competitor A may have competitor B just behind him, so that A reveals the
location of the control as he is leaving it, thereby helping B. So it is at
least potentially unfair, since some competitors may be luckier than others.
Dog-legs may be obvious or not so obvious. For example, the best route to a
control may be along the base of a hill to a reentrant and then continue along
the base of the hill. You have a dog-leg, even though the straight lines you use
to connect the points on the map do not show this. To avoid dog-legs, you can
put in a short leg -- 100 to 300 meters long -- to move the competitor away from
the previous control to the start of another long leg. A similar problem can
occur if you use the same control on more than one course, if runners on one
course leave the control in the direction from which the people on the other
course are arriving. Avoid this as well. Under some conditions, it may be
necessary to have a dog-leg on a White course in order to have clarity. While
not desirable, a dog-leg on White is preferable to a course that is confusing or
too difficult. Avoiding dog-legs tends to be less important on courses with a
smaller number of runners and relatively spread-out Start times. Remember that
the USOF minimum for Start time intervals is two minutes.
Avoidance of Dangerous Areas
Avoid including dangerous areas such as cliffs with poor visibility, sink
holes, large areas of poison ivy or poison oak, or deep swamps. Remember, a
White or Yellow runner may go into these areas accidentally, while a Red or Blue
runner may be tempted to try a dangerous short cut.
Controls on Similar Features
Have no less than 100 meters distance between any two controls on different
courses if the features are similar enough to be confused at all and no less
than 75 meters between any two controls on different courses regardless of the
feature.
Optimum Route
Determine the "optimum route" that an orienteer would take on all of your
courses. Measure its length in meters with the edge of a piece of paper or a
string. Then count how many contour lines this route crosses going uphill.
Multiply this number of contour lines by the contour interval in meters. This
"climb" must not be over 4% of the optimum route distance. The 4% is an IOF
maximum; it is better that your are well under it. For example, a 6.7km Red
course with an optimum distance of 7.5km should never have over 300 meters of
climb. If it is, change your course so that there is less climb. Try contouring
along hillsides. A longer walk to get to a higher Start area can also help.
Control Placement
Controls should never be hidden by a non-mapped feature for any course. It is
extremely frustrating for the orienteer to navigate a leg properly only to lose
time searching for a hidden control. Remember, unless the clue information
clearly implies otherwise, every control should be equally visible from all
directions.
For White, controls should usually be visible from the trail or road used to
navigate. For other courses, the control feature should be seen first and then
the control. In no case should the control be hung low, near the ground. Err on
the side of visibility.
It is fair, and often desirable, to block the view of the control by a mapped
feature, especially where it is the control feature, such as a cliff, boulder,
etc. But, be sure the feature is appropriately visible. It is hard to improve
upon a control on the far side of a knoll, seen first as the runner reaches the
crest or comes around the side. On the other hand, nothing is worse than a
control hidden behind a log, bush or other unmapped obstruction, which punishes
all but the lucky few who stumble upon it.
It is desirable to place controls from different courses at least 60 meters
apart regardless of the control feature.
Hidden Controls
Despite the consideration that the feature, not the bag, should be seen
first, do not hide bags, especially in pits.
Duplicate Courses
If for some reason you are having duplicate courses, try to make them very
similar in length, climb and number of controls. The first control must not be
the same for any two courses.
Field Check
Check the planned control locations out in the field. Many controls are
unsuitable due to map problems. You will find that even on a good map, up to 10%
of the controls selected "on paper" (by yourself or suggested by the course
consultant) will have to be rejected (and alternates chosen) after checking them
in the field due to unsuitability of the map, vegetation, etc. An alternate
control can usually be found only a short distance away, so that the leg can
remain intact.
Course Purpose
For the design of the less difficult courses, it is important to be mindful
of three overriding considerations which distinguish these courses from the
advanced courses, namely Brown, Green, Red and Blue:
- While as a general rule the advanced courses each should be designed to be
as technically difficult as terrain and map permit (and of equal technical
difficutly), each of the lower courses -- White, Yellow and Orange -- must be
designed to fit a distinct range of technical difficulty.
- Because each of the lower courses is an A level, or championship, course
for certain classes, the correct design of such courses is just as important
as that of the advanced.
- Because beginners and developing orienteers spend at least a season or two
(usually longer) running the lower courses, it is especially important to the
development and success of the sport that these courses be well
designed.
White Course -- 2 to 3 kilometers
Winning time 25-30 min.
The White course should be designed for people who may have no orienteering
experience and have had perhaps 15 minutes of instruction before setting out.
While it is the championship course for M-12 and F-12, the major complaints
about White courses have been that they were too difficult.
A White course must be set in a section of the map which has an appropriate
sequence of linear features, where the mapping is absolutely accurate and where,
preferably, there is an interesting variety of topographic features. An ideal
example would be a small lake, which can be circumnavigated without fear of
losing one's way and with the expectation of a good trail system and interesting
features. Usually the area of the map having the most trails is best for White
course location.
- An Easy Start. Make the first two or three points particularly easy. This
allows the competitor to get familiar with the map and keeps him from getting
discouraged from the very beginning. The first control should be as simple as
possible -- in fact, it can even be visible from the starting point.
- Linear Features. Keep every leg along well marked trails or a similar
linear feature such as a road, stone wall, field edge, stream or the like
(trails are much preferred, however).
- Short Legs. Generally the legs should be kept fairly short -- certainly no
more than 400 meters. It is better to have six to eight short legs than three
or four long ones. On the other hand, don't use twenty legs each 100 meters
long.
- Large features for control points. Make the difficulty of the control fit
the course. Use large, obvious features -- top of a big, distinct hill, rather
than the back side of a three meter knoll; a trail junction rather than a
reentrant. Rarely, therefore, will a control be suitable for both the White
course and the Orange course.
- Avoidance of vague and dense areas. As with any course, the features you
choose for control sites must be distinct; even large features can be vague,
as for example the top of a large flat-topped hill. Also, if you pick precise
spots, you will get fewer comments about controls being a little bit off.
Never put a White control in a dense area.
- Very simple route choices. It is not necessary to have a route choice on a
White course, but sometimes it is nice to offer a little toward the end. The
options should be rather simple. Remember, people on the White course may take
routes that you would never dream of! A good example would be a leg having a
long, safe route (e.g., along a trail) and a shortcut (through woods, along a
stream, etc.), provided there is no danger of getting seriously lost. Such a
design introduces some elementary navigation factors and adds challenge and
variety.
- Suitable Terrain. Generally, the terrain you use for a White course should
be "friendly," with lots of good handrails, no excessively rugged features,
etc.
- 8. Guided by the above constraints, all effort should be made to add
interest and variety. Study the map for distinctive features such as large
boulders, cliffs, stream junctions and the like. Locate the control at such a
feature, but be sure it (the feature or even the control) can be seen from the
trail. Make sure that there are no similar features nearby to confuse the
runner.
- Be sure to check the other courses to ensure that there are no nearby
controls from them to confuse the White course runners.
- If necessary, a leg can be run through the woods guided by streamers, but
this should be used only in exceptional circumstances where needed to optimize
distance due to lack of linear features.
- No Use of Compass. Avoid directions or features that require the use of a
compass. A White course should be able to be completed without having to use a
compass.
- 12. Almost without exception, the ideal location for the White course,
because of its length, dictates or constrains the Start area for all courses.
The practice of having separate Start areas for one or more of the lower
courses should be discouraged. Herding beginners and youngsters to a separate
competitive area is very detrimental to development, both the individual's and
the sport's, as a whole. The fun and vitality of orienteering is epitomized by
the mix of competitors of widely different ages and skill levels. The course
designer who would segregate competitors, for his own convenience, at once
undermines and misunderstands much of the unique attractiveness or
orienteering.
Yellow Course -- 3 to 5 kilometers
Winning time 35-40 min.
The Yellow course is designed for males or females who are 13 to 14 years old
and for older orienteers who are relatively new to the sport. It offers the
beginning orienteer an initial experience with the application of orienteering
techniques, and the course designer should make an effort to involve as many
fundamental skills as possible -- compass, map reading, pacing, route
choice:
- Basic Design. Just as with White, it is critical that the Yellow course be
set in an area having well-mapped, clear features. It is vital to appreciate
that, in several senses, the basic difference from White is that Yellow takes
the runner from the trail into the woods. For instance, on White the course
can be navigated entirely along trails, while on Yellow it should be navigated
mainly off trails. While trails can be used for a route on a Yellow leg, a
faster off-trail route should also be available for the same leg.
- Easy Course. Yellow should still be an easy course. These competing
considerations confine the technical difficulty for Yellow to a rather narrow
range. This objective is accomplished by the use of a handrail for much of
each leg's length, with a catching feature near (25-50m) each control. The
best Yellow legs are along handrails such as streams, ridges, vegetation
boundaries or stone walls.
- 3. Route Choice. As with White, again some challenge can be used by
shortcuts through open woods, but only if the distance is relatively short (up
to 200m, at most), and provided that a catching feature exists. And even in
such cases, a longer "safe" route should also exist.
- An Easy Start. Make the first two or three controls relatively easy so
that the competitor may become familiar with the map.
- 5. A variety of lengths of legs. Vary the lengths of the legs, but tend
toward keeping them short. The maximum length should be 600 meters. Legs
should be longer than White; usually 200-400 meters is good for Yellow.
- Large features for control points. Use large and rather obvious features,
such as trail junction, top of hill, North side of pond. When a point feature
is used, it should be within visual distance of a large feature.
- Control placement by a collecting feature. Put each control on or just
after an obvious collecting feature. If the control is not on a collecting
feature, put it within 50 meters of one, preferably just after it.
- Catching Features. If a control is not on a collecting feature, a catching
feature must be within 100 meters after the control.
- Avoidance of Dense Areas. Never put a Yellow control in a dense area.
- No Use of Compass. A Yellow course should be able to be completed without
the use of a compass. A leg where use of a compass will result in a faster
route is appropriate, however, that leg must have a reasonable route where a
compass is not required.
- Shared Controls. The practice of sharing a leg or control with White or
Orange should be avoided, especially if a large turnout is expected. Because
each of the three lower courses have a discrete range of technical difficulty,
overlaps invariably cause compromise with correct standards.
Orange Course -- 4.5 to 7 Kilometers
Winning time 50-55 min.
- Moderately but not extremely difficult navigation. The controls and best
routes should invite the intermediate orienteer away from strong collecting
features (roads, trails) that the beginners must rely on. However, the penalty
for navigational errors should not be extreme. An Orange control may be placed
in an area of intricate small features, but only if there is at least one good
attack point near by (preferably several) to help the competitors find it, and
also a catching feature nearby to which they can "bail out" if they become
confused.
- Lots of Route Choice. Set a course that forces the orienteer to make
decisions constantly. Make sure that the competitor must continue to pay
attention and think in order to execute his choice properly -- it should not
be, for example, just a matter of choosing which one of two main roads to
follow for one kilometer. The best Orange legs require, and reward, constant
navigation. Handrails should be infrequent and more suitable than for Yellow
-- e.g., a long, broad reentrant. Rather, the runner should pick off point
markers (cliffs, boulders, knolls, marshes, etc.) as he proceeds along his
chosen route. A trail -- or a road -- run should never be the best choice.
- Variety. For variety, easy legs near Yellow in difficulty should be mixed
with challenging legs near Red; in addition, a mix of short (200-300m) and
longer (500-600m) legs is desirable. It is important that the whole course
contains as much variety as feasible. This variety should also cover control
features, direction, route choice and navigational problems.
- Control Features. The control feature should be fairly prominent, unless a
good attack point and catching features are nearby. The Orange runner should
be forced to use all of his orienteering skills in the overall course.
- The fastest time should be about 50 minutes. Keep in mind that some very
skillful -15-16A runners will be on Orange; so the course must not be too
easy. A typical mistake is failure to reduce length due to climb, difficult
footing (rocks) and slow run (fight).
- Compass and Pace Count. Legs requiring the use of compass and pace count
should be limited to one or two. These are legs that cannot reasonably be done
by map reading alone.
- Difficult Controls. Difficult controls may be used, but a good attack
point should be nearby.
Brown, Green, Red and Blue Courses
The advanced courses should be set so that the very experienced orienteer is
well challenged. However, the element of luck should be reduced as much as
possible. The Brown, Green, Red and Blue courses all should be of the same
technical level -- difficult. General requirements are the same however, special
consideration, noted at the end of this section is required for Brown and
Green.
- Start. Choose the Start for Brown, Green, Red and Blue courses with regard
to proximity to a good White/Yellow course area with lots of trails and linear
features. In hilly areas, place the Start at a high elevation to help minimize
unnecessary climb.
- Recommended winning times are 45 to 50 minutes for Brown, 50 to 55 minutes
for Green, 60 to 65 minutes for Red, and 75 to 80 minutes for Blue (USOF
Rules). Try to keep your course length reasonable, especially on hilly courses
or in thick vegetation, to meet these times.
- Control Feature Size. If you put the control on too large a feature, it is
usually very easy to find; therefore, the competitor does not need to use
precision techniques. Too big a feature might be the top of a large hill, the
edge of a large clearing, a point along a trail or stream (if there are any
confusing trails or streams, this could be okay), etc. In fact, having a
control within 50-75 meters of a big feature is probably too easy as well. Use
small features -- boulders, cliffs, small reentrants, spurs and knolls, small
marshes, depressions, etc. Make the competitor orienteer to the feature before
he can find the control. If he is coming from the South, for example, place
the control on the North side of the knoll or boulder.
- Controls too close to collecting features. Placing a control soon after a
collecting feature, for example, 100 meters after a road, will usually make it
too easy to find even if the feature is small. Furthermore, the competitor
will probably be able to run to the road without thinking, making the leg too
easy. Instead, place the control some 200 meters before the road. That
way the less skilled orienteer will have to cover the extra 400 meters if he
must use the road to find his bearings. Collecting features are long features
lying across the competitor's directing of travel, such as roads, large
trails, streams, ridges, clearings, large marshes, etc. Concentrate on this:
if the competitor uses them to make his route or his navigation easier, make
him travel farther out of his way. Don't make the direct route the easier
route.
- Lost Kilometers. This means any parts of a course that requires little or
no thinking, merely physical effort. They are to be avoided as much as
possible, as the preceding paragraphs have already indicated by implication.
If a control is on top of a large hill, the leg becomes a hill-climb event
instead of an orienteering event. If the control is placed right after a big
collecting feature, the competitor can turn off his mind until he reaches the
feature. If the best route is along a trail for several hundred meters, again
the leg becomes a racing event requiring little or no thinking.
- Handrails. Try to avoid having the routes parallel to obvious linear
features such as roads, trails, streams, fences or power lines. Keep such
features more nearly perpendicular to your route unless the linear feature
network is complex so that a parallel route will not simplify the leg
significantly.
- Catching Features. Advanced courses should not have controls placed too
close to catching features. Controls should not be located beyond a catching
feature; rather, any catching feature should be at least 200 meters beyond a
control.
- Climb should not exceed 4%. See "Optimum Route" on the second page for
computation method.
- Long Legs. Include at least one leg in excess of 800 meters on each
course.
- Route Choice. Maximize route choice and navigation difficulties while
minimizing the luck element and the lost/dead kilometers. The navigationally
most difficult route should be faster than the "easy way around."
- Variety. A good course offers variety in both controls and routes. The
larger the number and the greater variety of O-tests built into a course, the
greater the chance that luck is eliminated and the orienteer with the best
ability wins.
- Brown and Green Courses. Some orienteers on these courses may have some
vision problems and only limited leg strength. The climb should not exceed 3%
or at most 4%. Tough and dangerous areas must be avoided. While it must be
less demanding physically, the Brown and Green courses should require the
maximum in orienteering skills. Vision is a major problem for the older
orienteer. Try to keep controls out of areas which have much fine detail on
the map. This tends to become a large blur and therefore promotes luck instead
of skill.
- Long-O. When setting Long-O courses, the emphasis should be on long legs
with lots of good route choices. Legs of one to two kilometers are appropriate
if they can avoid lost distance. The estimated winning times of Long Courses
should not exceed 60 minutes for Brown, 75 minutes for Green, 100 minutes for
Red and 145 minutes for Blue.
Revised 7/25/99
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