Course Design. Evidently, this course was designed by a handyman/engineer who didn't really play DG, and though that makes many of its features more impressive, it also shows, in several areas.
Many teepads are very close to one or both of the previous pin placements, and in such a way that it would be easy to get hit by a drive from another hole. The holes seem very very crammed into this park, and though no fairways cross, there are several instances where another tee pad is just off to one side.
As a result, you will sometimes have to wait for groups to get off the tee on other holes before you can tee off, for safety reasons.
Also, despite the great signs and general openness of the course, this is a very un-FTF (First Timer Friendly) course. Due to the close proximity of all the holes, and the designers doing such a good job to hide (protect) the baskets, its very hard to know which pin you are supposed to shoot at. Many times, the numbered circles on top of the pins are faced away from the corresponding tee, and the faded red numbers on them are impossible to see until you get within 50 ft. After throwing at the wrong basket, and realizing my error, and rethrowing at a different wrong basket on hole 3, I had to walk almost every hole on the course before teeing off to find out just where the basket was. Despite the good sign showing that the "A" pin is a sharp left past that clump of trees, the baskets are so close together that that description fits at least three baskets on the left past those trees, and often the correct basket is the one that is hardest to see from the direction of the tee. It made it a frustrating round, since I had to keep scouting every hole before driving.
That being said, once I figured out where the pin was, the line was usually pretty obvious.
However, in an effort to protect the pins, this course ends up with many dumb holes. Specifically, the ones with candy cane-shaped fairways. Because the hole doubles back on itself, the best route to the pin is to thread the trees through the woods, yet this is not cleared out at all, leading me to believe that this isn't how you are supposed to play the hole. So, no matter how hard you hyzer the disc, you cant park the hole because it curves more than 90 degrees. For me, this basically meant a guarunteed par: Hard hyzer off the tee, long approach, gimmie putt.
Many of the holes on this course are like this, shaped in such a way that a 3 is very easy to achieve, but a birdie is next to impossible. As a result, I grew a bit bored with this constant lack of intrigue. Some holes are deuceable, but most are just easy 3s. Some of the longer holes take two good drives to get a 3 on, but all seem within reach.
I compare this to the course at Baraboo, where many holes are deuceable, yet also very easy to get a 4 on if you go in the trees.
On this course, its much easier to stay out of the trees, yet much harder to see how to get a 2 on some holes, regardless of how far you can throw. If I played this course ten times, I would still get pars almost always. If two comparable DGers played skins here, it would just come down to a game of sudden death, who is the first one to miss a short putt, every time. This is what a lack of risk-reward looks like.
Suffice it to say that I was not impressed with the overall design of this course, and didn't find it particularly interesting or challenging, even on holes I bogey'ed. This course is a decent rec course and an ok practice round for West. It's proximity to West is a plus, but if East were in a park by itself, its not high on my list of places I would rush back to.
The good tee pads and signage don't make up for the course being frustrating and dangerous to navigate. Some courses, like Papago park in Arizona, can be very un-FTF, confusing the first time you play them despite good signs and tee pads, but once you're familiar with the layout, they're great, well designed courses. However, this is not a GREAT course, IMO, but merely an ok, pretty one, not fantastic enough to justify the navigation challenges.
This course gets a 3.0 for condition, due to the cool alt pins, concrete tees and signage, but merely a 2.0 (passable) for navigation and course design. This is not to say you won't have fun here. Its not a BAD course, just shallow.