Post on 11-Jul-2020
2014
ORIENTEERING CANADA |
Orienteering Canada
O300 Course Planner
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0300 COURSE PLANNER MODULE
LEVEL O300
At the O300 level, officials may begin to specialize into one of three streams – Event director, Course
planner or Controller.
On completion of O300 an official can act as a Course planner or Event director for all Canada Cup
events including the Canadian and North American Orienteering Championships. An official who
qualifies
in all three modules, Course Planning, Event Directing and Controlling, will be able to act as a Controller
at Canada Cup events, COCs and NAOCs..
Pre-requisites:
□ Acted as an Event director or Course planner for a B event.
□ Participated in two Canada Cup events.
□ Served as a volunteer at two Canada Cup events in any capacity
□Be qualified as an O200 official
To become a certified O300 Level Event director or Course planner, the candidate must complete the
following requirements:
□ Attend all sessions of the appropriate O300 Level course
□ Pass the O300 Level exam – 80% or better
□ For Course planner, plan six courses -- two sprint, two middle and two long -- to Canada Cup event
standards. In middle and long, one course should be from Courses 1-3, and one from Courses 4-10. In
sprint, one course should be from Courses 1-2 and one from Courses 3-5
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Date _____________________ Course Instructor ____________________
□ For the Event director Stream, act as an Event director at a Canada Cup event up to a regional
championship, under guidance of an experienced official qualified at O300 or above.
Date _____________________ Event _______________________________
□ For Course planner stream, act as a Course planner at a Canada Cup event up to a regional
championship, under guidance of an experienced official qualified at O300 or above.
Date _____________________ Event _______________________________
□ For the Controller stream, be qualified as an Event director and Course planner at the O300 level. Act
as Controller at a Canada Cup event up to regional championships, under guidance of an experienced
controller qualified at O300 or above.
Date _____________________ Event _______________________________
Please note that you will not be confirmed as an O300 official until the completed form has been
forwarded to Orienteering Canada.
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1.0 COURSE PLANNING PROCEDURES
1.1 Introduction
The more planning and preparation done prior to the event, the less pressure and fewer problems at the
meet. Good planning is essential to the success of the event, and the Course planner, Event director, and
Controller all contribute to the process. The course planner and controller are also trusted with preparing
courses that meet with the aims of our Long Term Athlete Development (LTAD)
1.2 Planning Schedule
The schedule should include dates to achieve the following in chronological order:
1. Site visit with the event director to determine the location of the assembly area, parking and
the Finish. There should also be time to look at the map with respect to the interpretation of
the terrain.
2. Decision on 10 or the compressed 7 course format.
3. Check that your club or Association has adequate plastic map cases for the size of the map. If
not order.
4. Forward a copy of the map showing the assembly area, parking and finish to the controller
5. Site visit by the controller to confirm the suitability of the assembly area, parking and finish
6. Theoretical course planning. This can be done at home with prospective control sites being
selected. Length of the courses can be roughly determined using the running speed chart
shown below. No control should be sited less than 30 meters from any other, and any control
less than 60 meters from another cannot be sited on similar features. This will be discussed
in more detail later.
7. Decide on the start(s) location.
8. Location of controls: The course planner should then go back into the terrain, and determine
if the control locations that have been selected are suitable, change if necessary, and place
an orange ribbon on each site. Prior to this it is good practice to get a list of the club’s control
unit codes so that control unit numbers can be added to the ribbons. Please note that controls
should be numeric with numbers over 30, and numbers that can confuse such as 66, 68, 86,
89, 98 and 99 should not be used. Numbers under 30 are reserved in the SPORTident system
for start, finish, clear and check units. It is also a good idea to run and time some legs in the
Course planner’s own class, and use that information to check course lengths. This work will
often require more than one visit.
9. Numbering the control units. The IOF has just reduced the minimum height of the control
unit number from 5 to 3cms, which has been adopted in the Canadian rules. This is to allow
numbers to be pasted onto the SI units themselves, a practice we have been following for
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some time. The numbers should also, where possible, be mounted horizontally. A vertical
number means that a competitor would be able to see if the control was his/her from some
distance instead of having to get close to the control to see.
10. Preparation of Control Descriptions. The three software packages for preparing control
descriptions, Condes (www.condes.net), OCAD (www.ocad.com), which includes course
planning software in the mapping package or as a separate entity, and Purple Pen,
(www.purplepen.golde.org). All are quite easy to use, and your club or provincial association
may have copies. The first two are quite expensive, but Purple Pen is free, and can be
downloaded by anyone. The software will place the controls description on the course maps,
and also print out spare descriptions to be available for competitors in the Start process. If
necessary, control circles and lines should be cut to ensure that navigation features near a
control are not obscured.
11. Forward the corrected maps with control descriptions, including a map of all the controls and
each course together with a list of all controls and the number of courses going through each
control to the controller for review. The courses should also include any road crossings, taped
routes and water stops.
12. Second site visit by the controller. Any issues with course length, climb, control location and
description, start or finish can then be sorted out.
13. Course Lengths must be corrected for any deviation from the straight line of the course
because of an un-crossable object, such as a pond. This includes objects such as buildings on
Sprint courses.
14. Course planner makes any corrections or changes to the courses, and forwards a revised set
to the Controller.
15. The Controller approves the courses for printing.
16. The Course planner enters the course data into the event computer. In OE2003 click on
Courses then Controls, and enter the Start as numeral 1 then the controls by number and
code.
17. The Course planner sends a blank map to the event director showing the location of the
Start(s) and Finish.
18. Prior to sending the map files to the printer, and after registration has closed, the event
director will provide the course planner with the number of competitors on each course to
which the course planner should add at least 15% to cover entries on the day, competitors
changing course, picking up the wrong map, and copies to accompany the final reports before
sending the print order to the printer. It is very embarrassing to run out of maps when there
are still competitors waiting to start! If they are not already on, sponsors logos, particularly
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those that are a requirement of government funding, should be added to the map. Control
descriptions should be transferred from the software to the respective maps.
19. Map files are sent to the printer. If possible, the planner should witness the first prints to
check that colour accuracy is okay and that the control features are accurately placed in the
middle of the control circles.
20. Send copies of all printed courses to the Controller.
21. Enter course and control data into the event computer. In OE2003 click on: Courses and then
“Courses” from the drop down box, then enter the course names, length, climb, Start number
and controls. To enter the control numbers click on the small box with a row of dots, which
will give you a panel with two panes. On the right will be a list of the control numbers. For
each course, drag the control numbers in order to the left pane. After each course has been
entered, click Report to confirm that you have entered the data correctly.
22. Place the control stands and water a day or two before the race. The stands should be labeled
with the appropriate control unit number, and matched with the control number on the
orange tape at each site. This means that the control units that have their numbers on the
top, can be easily matched with the stands, and provide another check that they are in the
correct spot.
23. Program the control units the day before the event. The programming will depend on the type
of control units being used. For Version 7 and 8 units, software from SPORTident called SI
Config is used. For older units SI Manager is used. As the V7/8 units are now more prevalent,
for purposes of this module we will discuss how to program them. For older units refer to the
Electronic Timing Module. As the clocks in the Sportident units tend to drift they must be
programmed to show the correct time. In addition the control unit number must be checked,
and the backup memory (list of all the SI sticks inserted since last cleared) cleared. Open the
Main Panel of SI Config and note the following:
24. There is a Red section marked READ, and a Green section marked WRITE
25. At the bottom is a battery section that shows the amount of power consumed (not the
amount left)
26. There are Direct and Remote buttons. Direct is used when reading the Master unit, remote
when reading or writing controls units.
27. Com Settings: Master units have either USB or Serial Port connections. If the latter, make
sure the correct port is selected by changing from Remote to Direct and reading the Master
unit.
28. To Read or Write controls, a black coupling rod is supplied and should be placed in the master.
Then turn on the first control unit (using an SI stick) and place it on top. The coupling rod will
provide the best results but units can be programmed without it, but the holes in the units
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still have to be matched. To start enter code # 31, set the working time, say 4 hours, and the
PC clock time to be transferred to the unit. Make sure that your PC clock time has been set
beforehand. Check the box to turn off the unit after writing has been completed. Press the
WRITE button to program the control unit. The counter will move on to 32. Continue to
program all controls in one session. It is also a good idea to program a few extra controls in
case a unit in the field has to be replaced. If the course planner decides to add an additional
start and/or finish control subsequent to the above synching, they must also be synchronized
together with the start/finish units that were synched previously. If not, there could be a
difference in the time registered of a few seconds between different start/finish controls.
29. Place the controls (with an assistant if necessary) the day before preferably, or early morning
of the event. Usually the controller will follow around to double check that the controls are
properly placed. As an additional check, the control units can be dipped with an SI Card, which
can then be downloaded at the finish. This will pick up any mis-programming of the units
30. Organize vetting. If the control units are placed in the forest the day before the event, it is
good practice to do block vetting on the morning of the event to ensure no controls have
been tampered with. Groups of controls are assigned to club members to check. Make sure
that in the event that they come across a control that they think is misplaced that they do
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not move it, but report to the Course planner, who will then make any change that might be
necessary.
31. Control collection after the event. The planner should split the controls into groups and
prepare maps of the groups to distribute to members or competitors that would like to pick
up controls.
32. Organize water and used cup pick up
2.0 COURSE PLANNING THEORY
2.1 Course Planning Terminology
Attack Point: A large obvious feature close to the control and easier to locate. It is used to “attack” or
proceed directly but with precision compass and caution to the control.
Leg: The section of a course between two controls.
Catching Feature: A large, distinct feature running perpendicular to the direction of travel, such as a
river, that “catches the competitor from travelling too far beyond the control”.
Collecting Feature: A major feature on the line of travel that identifies the competitor’s position
Dog Leg: A control location that encourages entering and exiting a control by the same route. This can
provide an unfair advantage to following competitors and should be avoided.
Handrail: A linear feature parallel to the direction travel, such as the edge of a marsh that provides a
guide to competitors through the terrain at high speed.
Linear Feature: An elongated feature that can be a catching feature or handrail, such as a stone wall,
path or stream.
Point Feature: Small single feature such as a knoll, depression or boulder.
Knoll: A small hill, too small to be represented by a contour line.
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Re-entrant: It is formed when a contour line ‘re-enters’ a hillside. It could be described as a small
valley, and can vary in size from one to several contours. The surrounding ground slopes upwards.
Spur: A promontory of land jutting out from a hillside. The ground slopes downward from a spur.
Controls: A three sided orange and white flag and an electronic SportIdent unit that identifies the
control location in the terrain. The SI unit carries a number that identifies the control, although the
number can be placed independently on top of the flag.
Bingo Control: One that can be found by chance rather than technique and skill. Usually it is a small
point feature located in a featureless area or in dense vegetation.
Rough Orienteering: Running fast on a compass bearing using handrails, catching features and other
prominent features to keep contact with the map to the Attack Point.
Precision Orienteering: Slow running with careful navigation maintaining contact with the map and
terrain, staying on a careful bearing to the control.
SI Card: This is an electronic chip, enclosed in a plastic case, attached to a competitor’s finger with an
elastic band, which is placed into a hole in the SI unit at a control, into which the competitor’s time is
uploaded. Called by various names in other parts of the world (“dibber” in the UK for instance).
Contour Interval: The distance between heights shown by contour lines. Usually 5 meters or 2.5
meters.
Form Line: A dashed contour line used when the shape of the land is not high enough for a contour line.
DNF: Used in the results to denote a competitor did not finish the course.
MP: Competitor has mis-punched.
DSQ: Competitor has been disqualified. This can be used instead of mis-punch, and also when a
competitor takes a control out of order or misses a control.
DNS: Competitor did not start.
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2.2 Basic Course Planning Principles
The IOF (International Orienteering Federation) characterizes orienteering as Running
Navigation. Excellent courses have an appropriate balance of map interpretation, decision-
making and physical challenge.
The course planner should strive to create fair and enjoyable courses of the appropriate
physical and navigation challenge that reward good orienteering skills.
Leg vs Control. The test for the competitor in orienteering is in planning and executing a route
to the control, not in finding a difficult or hidden control.
A leg requiring planning and navigation along the route to a relatively easy control is
preferable to a leg requiring few choices or navigational challenges but ending in a difficult
location in thick or overly complex terrain.
A good course tests, at an appropriate level of difficulty, a wide range of orienteering skills.
Excellent courses reward orienteering skill and eliminate luck.
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Courses should have legs of varying length, climb and difficulty.
Courses should also conform to the format for the three principal races, Sprint, Middle
Distance and Long Distance.
2.2.1 Siting of Controls
As mentioned in the introduction, controls should not be sited within 30 meters of each other. In addition,
if the controls are within 60 meters they must be placed on distinctly different features. In the case of
Sprint, the numbers are 15 and 30 meters. The distance between controls must be measured in a straight
line (new OC rule, 20). The competitor must be able to tell the difference at race speed by interpreting
the map, the terrain and the control description. Planners should avoid combinations such as follows:
1. foot of large boulder/foot of small cliff
2. re-entrant/ mapped feature in the same re-entrant
3. ditch/narrow marsh, intermittent stream
4. dot knoll; one contour hill
5. ride/linear vegetation boundary
If the combination is potentially confusing, do not do it.
2.2.2 Control Codes
Do not arrange codes on a course in sequence. Beginners need to learn to check the codes, and
eliminating the need to do this by sequencing the codes is no favor.
Do not use codes that are potentially confusing (e.g. 66, 68 86, 89, 98 and 99) unless there is an underline
below the number. If similar two and three number controls like 33 and 133 are used, make sure that
they are sited well apart.
2.3 Competition Format Descriptions for Long Distance (adapted from IOF)
2.3.1 The profile
The long distance profile is physical endurance. It takes place in a non-urban (mostly forested)
environment, and aims at testing the athletes’ ability to make efficient route choices, to read and interpret
the map, and plan the race for endurance during a long and physically demanding exercise. The format
emphasizes route choices and navigation in rough, demanding terrain, preferably hilly. The control is the
end-point of a long leg with demanding route choice, and is not necessarily in itself difficult to find. The
long distance may in parts include elements characteristic of the Middle distance with the course suddenly
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breaking the pattern of route choice orienteering to introduce a section with more technically demanding
legs.
2.3.2 Course planning considerations
The course should be set to allow competitors to be seen by spectators during the course of the race as
well as when finishing. Preferably, the start should be at the Arena and the course should make runners
pass the Arena during the competition. A special element of the Long distance is the long legs,
considerably longer than the average leg length. These longer legs may be from 1.5 to 3.5 km depending
on the terrain type. Two or more such long legs should form part of the course (still requiring full
concentration on map reading along the route chosen). Another important element of the long distance
is to use course-setting techniques which break up grouping of runners. In particular, when using a 2-
minute start interval, butterflies and other break-up techniques should be used. It is also essential to use
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the terrain as a break-up means, drawing the course through areas of limited visibility. Spectators are not
allowed on the course except for parts passing the Arena (including controls at the Arena).
2.3.2 The map
The standard ISOM specification shall be followed. The map scale is 1:15,000.
2.4 Course Planning Guidelines for Long Distance
2.4.1 Climb
Courses should be set so that the total climb on the best route should not exceed 4% of the length of
the best course.
2.4.2 Course 1, W11-12, M11-12, Beginners, Men’s 1, Women’s 1, Wayfarers. Technical Difficulty 1
(TD1)
Recommended winning time: 30 minutes
Terrain:
Utilize areas with many trails, roads, fields, fences and buildings
Avoid dense or rough forest, utilize open forest with distinct boundaries
Avoid very hilly terrain
Avoid wet marshy areas
Map:
Avoid very detailed areas
Linear scale and magnetic North arrows must be on the map
Map scale of 1:10,000 recommended
Leg:
Navigation based on handrail features
Legs less than 300m recommended
Only one route choice between controls
Legs should not criss-cross each other.
Controls:
Use only easy catching features on handrails such as path junctions
Use small features only if on the handrail such as a large boulder on the edge of a trail.
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Vary the control features if possible. Using a large boulder on the edge of a trail is good as it introduces
juniors or beginners to the idea of a point feature.
Do not use contour features
If the control is to be used on other courses, such as the last control, keep it as a beginner level control
Marker must be clearly visible, especially from the handrail. Do not place the flag on the other side of
the boulder from the path, for instance
At junctions, place the control on the side of the exit leg
No compass work required
Control at each decision point
Control Descriptions should be written
2.4.3 Course 2, W13-14, M13-14, Novice, Men’s 2, Women’s 2, TD2
Recommended winning time: 30 minutes
Map scale of 1:10,000
Terrain:
Avoid detailed map areas that are difficult to read
Handrail features should be utilized but do not have to dominate
Avoid dense vegetation
Leg:
Simple navigation by handrails, catching features and contours
More than one route choice may be offered
Running by compass should be minimal
Controls:
Large distinct contour features may be used such as large depressions or hill tops
Large catching features before and after controls are recommended
Avoid using point features such as boulders and knolls in diffuse areas
Avoid placing controls in dense vegetation
Control Description should be offered in both written and international symbols
2.4.4 Course 3, W15-16, M15-16, Intermediate, Men’s 3, Women’s 3, TD3
Recommended winning time: 50 minutes
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Map scale of 1:10,000
Terrain:
Avoid using difficult to read map details
Avoid using dense vegetation
Leg:
Reduce the use of handrails
Catching features beyond the controls are required, but do not have to be as obvious as on Course 2
Running by compass for part of the leg
Utilize simple contour navigation
Longer legs with simple route choices
Controls:
Avoid placing controls in dense vegetation
Utilize smaller features than in Course 2, but they must be unique to the immediate control area and
obvious
Clear attack points should be in the vicinity of the control
When planning starts for a major event, the planners focus usually on Course 9 and 10, the elite courses.
This is not to be recommended, as Course 1, 2 and 3 are often the most challenging to design. The limiting
factor for an area is that it should have an adequate handrail network for the junior and beginner courses.
To ensure that the juniors have appropriate courses, the planner may have to use a separate start area,
and taped routes along the way if there is no other option to get them safely to their next control.
2.4.5 Courses 4 to 10
The Planner should try and use varying terrain. Excessively steep or areas of dense vegetation should be
avoided. Legs should test all orienteering techniques: rough/precision map reading, rough/precision
compass and running ability. Long legs with multiple route choices should be emphasized, utilizing, where
possible, large features along most of the leg (Rough O), then small features in the latter part of the leg
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(Precision O). Some easy legs can be introduced, particularly before entering a technical area, as it means
that the competitor has to change mental gears.
The following points pertaining to individual courses should be noted.
Course 4, W75-79, W80-84+, M80-84, M/W85+ TD4
Course 5, W55-74, W65-74, M75-79, TD4
Course 6, W45-54, M65-74, W21-34A, TD4
Recommended Winning Time: 45-50 minutes
Map scale 1:10,000
Terrain
In addition to the above avoid using difficult to read map areas, and terrain with a high injury risk
Leg
The difficulty should be the same as other Advanced courses but with reduced physical aspects
Course 7, M45-54, M55-64, M21-34A, TD4
Course 8, W35-44, W17-20, TD5
Recommended Winning Time: 55 minutes
Map scale 1:10,000
Terrain
Can use the most detailed terrain
Leg
Long legs of primary importance
Part way through a course, introduce a “runners” leg to disperse bunching – e.g. easy orienteering along
hand rails in hilly terrain.
Controls
Utilize small distinct point features
Avoid placing controls on handrails
Attack points in the immediate vicinity of controls should be point features.
Course 9, M17-20, W21-34E, TD5
Recommended Winning Time: 70-80 minutes
Course 10, M21-34E, TD5
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Recommended Winning Time: 90-100 minutes
Map scale 1:15,000
Besides being technically difficult they should be physically demanding, with Course 10 having the higher
level. Longer legs with many route choices and fast orienteering reduces bunching of runners.
Participants should be also be able to cope with possible starts in the arena, a quarantine before the start
and spectator controls.
2.5 Competition Format Descriptions for Middle Distance (adapted from IOF)
2.5.1 The profile
The Middle Distance profile is technical. It takes places in a non-urban (mostly forested) environment with
an emphasis on detailed navigation and where finding the controls constitutes a challenge. It requires
constant concentration on map reading with occasional shifts in running direction out from controls. The
element of route choice is essential but should not be at the expense of technically demanding
orienteering. The route in itself shall involve demanding navigation. The course shall require speed shifts
e.g. with legs through different types of vegetation.
2.5.2 Course planning considerations
The course should be set to allow competitors to be seen by spectators during the course of the race as
well as when finishing. The start should be at the Arena and the course should be preferably make runners
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pass the Arena during the competition. Spectators are not allowed along the course except for parts
passing the Arena (including controls at the Arena).
2.5.3 The map
The standard ISOM specification shall be followed. The map scale is 1:10,000. The terrain shall be mapped
for 1:15,000 and then be strictly enlarged as specified by ISOM.
2.6 Course Planning guidelines for Middle Distance
2.6.1 Climb
Climb should not exceed 4% of the length of the course.
2.6.2 Distance
The distance chart on the Long section can be used for the middle. However, it is more important to get
the technical difficulty right, particularly for Courses 1, 2 and 3, than the distance.
2.6.1 Course 1, W11-12, M11-12, Beginners, Wayfarers, Men’s 1, Women’s 1, TD1
Recommended winning time 20 minutes
Other than the reduction in the winning time, this course follows a similar pattern to the Long.
2.6.2 Course 2, W13-14, M13-14, Novice, Men’s 2, Women’s 2, TD2
Recommended winning time 20 minutes
Other than the reduction in winning time, this course follows a similar pattern to the Long.
2.6.3 Course 3, W15-16, M15-16, Intermediate, Men’s 3, Women’s 3, TD3
Recommended winning time 25 minutes
This is the course in which the participant is introduced to Middle Distance planning with its emphasis on
map reading and technical skills rather than route choice, short legs (under 300m) and concentration over
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the entire time to complete the course. Legs using large contours, requiring rough and precision compass
can be included, but controls should continue to have catching features behind them.
2.6.4 Course 4, W75-79, W80-84+, M80-84, M/W85+ TD4; Course 5, W55-64, W65-74, M75-79, TD4
Recommended winning time 25 minutes
The technical difficulty of TD4 is basically the same level as TD5 with the exception that the courses
should not pass through highly detailed areas, traverse steep hills or cross fences where there are no
crossing points.
2.6.5 Course 6, W45-54, M65-74, W21-34A, TD5; Course 7, M45-54, M55-64, M21-34A, TD5; Course
8, W17-20, W35-44, TD5
Recommended winning time 25 minutes, 30 minutes for Course 8
M21A and W21A can be included at the discretion of the organizers.
2.6.6 Course 9, M17-20, W21-34, M35-44, TD5; Course 10, M21-34, TD5
Recommended winning time 30-35 minutes
The ideal TD5 is in an area with complex runnable terrain, which requires the participant to keep up a high
level of concentration over the whole course, and at the same time adjusting his/her speed to suit the
technical difficulty of the terrain.
2.7 Competition Format Descriptions for Sprint Distance (adapted from IOF)
2.7.1 The profile
The sprint profile is high speed. It tests the athlete’s ability to read and translate the map in complex
environments, and to plan and carry out route choices running at high speed. The course must be planned
so that the element of speed is maintained throughout the race. The course may require climbing but
steepness forcing the competitors to walk should be avoided. Finding the controls should not be the
challenge; rather the ability to choose and complete the best route to them. For example, the most
obvious way out from a control should not necessarily be the most favourable one. The course should be
set to require the athletes’ full concentration throughout the race. An environment that cannot provide
this challenge is not appropriate for the Sprint.
2.7.2 Course planning considerations
In sprint spectators are allowed along the course. The course planning shall consider this, and all controls
must be manned. It may also be necessary to have guards at critical passages alerting spectators of
approaching competitors and making sure that competitors are not hindered. The course must be planned
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to avoid tempting competitors to take shortcuts through private property and other out-of bound areas.
If there is such a risk, a referee should be at such locations to prevent possible attempts. Areas so complex
that it is doubtful whether a competitor can interpret the map at high speed should be avoided (e.g. where
there are complex three-dimensional structures).
2.7.3 The map
The ISSOM specification shall be followed. The map scale is 1:4,000 or 1:5,000. It is crucial that the map is
correct and possible to interpret at high speed, and the mapping of features that affect route choice and
speed are accurate. In non-urban areas, the correct mapping of conditions reducing running speed, both
to degree and extent, is important. In urban areas, barriers hindering the passage must be correctly
represented and drawn to size.
2.8 Course Planning Guidelines for Sprint Distance
2.8.1 Terrain
Sprints can be held in urban areas, parks and forest, but it is important that terrain is picked to allow for
fast running and easier orienteering than the Middle and Long. A sprint is not a short Middle or Long.
Areas with hills can be used but the climb should not be such as to seriously reduce running speed. When
using urban areas, traffic can be a problem, and courses should not cross a high traffic street without a
crossing point. Courses 1,2 and 3 should be designed so that no streets with high traffic need to be
crossed.
2.8.2 Technical difficulty
The technical difficulty rarely exceeds T3, but as running speed increases courses get harder, particularly
if there is good route choice with multiple decision points and forbidden obstacles to look out for. Unlike
the Middle Distance, a long leg on a course is appropriate if there are plenty of route choices and decision
points.
2.8.3 Uncrossable objects
Unlike ISOM, uncrossable objects like walls, fences etc, marked with a thick black line are forbidden to
cross in sprint races. The same applies to the olive green “settlement” symbol, which is used for private
areas and also in some cases to prevent participants crossing areas that the landowner has indicated as
out of bounds. If it is a large area then one of the purple symbols should be used, but if a small area such
as a flowerbed, then tape on the ground is a good idea. Do not place a control within reach, but on the
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other side of an uncrossable object, such as a fence, as it is forbidden to do that, and the planner should
not put temptation in the participants way.
2.8.4 Drawing courses
Do not bend lines between controls unless it is to direct participants to a mandatory crossing point.
Break all control circles where the line can obscure important detail.
2.8.5 Course 1, W11-12, M11-12, W13-14, M13-14, Beginner, Novice, TD 2
Recommended winning time 10-12 minutes
Route choice should be kept simple and there should be no controls on a second level. Course should
not cross any roads with frequent traffic. Leg lengths should be no longer than 150 metres.
2.8.6 Course 2, W55-64, W65-74, W75-79, M75-79, W80-84+, M80-84, M/W85+ TD3
Recommended winning time 12-15 minutes
2.8.7 Course 3, W45-54, M55-64, M65-74, TD5; Course 4, W15-16, M15-16, W17-20, W21-34E, W35-
44, TD3
Recommended winning time 12-15 minutes
2.8.8 Course 5, M17-20, M21-34E, M35-44, M45-54, TD3
Recommended winning time 12-15 minutes
2.8.9 Course Lengths
The length of the course should include any deviation for un-crossable objects, such as buildings, fences
etc.
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SUMMARY TABLE
Sprint Middle Distance Long Distance
Controls Technically easy Consistently
technically difficult
A mixture of
technical difficulties
Route Choice Difficult route choice,
requiring high
concentration
Small and medium
scale route choice
Significant route
choice, including
some large scale
choices
Type of Running Very high speed High-speed, but
requiring runners to
adjust their speed for
the complexity of the
terrain
Physically
demanding, requiring
endurance and pace
judgement
Terrain Very runnable park,
streets, or forest.
Spectators are
allowed along the
course
Technically complex
terrain
Physically tough
terrain allowing good
route choice
possibilities and at
least one long leg
Map 1:4,000 or 1:5,000 1:10,000 (or
sometimes 1:15,000)
1:15,000
Start Interval 1 minute 2 minutes 3 minutes (2 minutes
WOC and WCup)
Timing 0.1 sec (if suitable
timing equipment is
used)
1 second (0.1 sec at
WOC)
1 second (0.1 sec at
WOC)
Winning Time (for
senior elite
competition)
12-15 minutes 30-35 minutes M21E – 90-100 mins
W21E – 70-80 mins
2.7 Course Lengths
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How long should courses be?
Courses are designed so the winning time of a Canadian champion meets the recommended winning time
(RWT). This applies even if no competitor of that standard is expected to enter the competition. There
are several ways to calculate the distance necessary to produce the RWT.
2.7.1 Past event in similar terrain. Results from previous events on the same or a similar map provide
a general idea of required lengths but must be used with caution:
Was there more or less than the usual climb? If so, you may need to adjust the length. Studies from Britain
indicate 100 metres of climb are roughly equivalent 1 kilometre of flat running. This means that courses
that have much more or less than the usual amount of climbing will have to be adjusted. (BOF Rules 2003)
a. Were the courses technical or did they include much high speed running on roads or paths?
b. Were excellent competitors present or absent?
c. Were there unusual detours (lakes, cliffs, freeways, or other impassable areas), which added
significantly to the actual distance competitors traveled?
d. What was the Season? Was the vegetation unusual because of a wet spring or recent blow-down?
Was the weather unusually hot, cold or rainy?
If, after considering these factors, the results are close to RWT, the lengths of previous events provide a
useful guide.
2.7.2 Speed ratios. The following table based on British Orienteering Federation data shows the typical
speed of various age groups compared to M21 = 1.00.
Age Male Female
10 0.74 0.73
12 0.70 0.62
14 0.80 0.65
16 0.84 0.67
18 0.90 0.70
20 0.92 0.71
21 1.00 0.82
35 0.92 0.71
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40 0.89 0.69
45 0.86 0.67
50 0.82 0.63
55 0.77 0.58
60 0.70 0.53
65 0.64 0.48
70 0.57 0.42
75 0.50 0.35
This table refers to relative running speed not distance. As an example, an W35 competitor will typically
travel .71 as fast as an M21 competitor. Once the course length for M21 is calculated to give an
appropriate winning time, lengths for other courses can be determined by using the required RWT and
these speed ratios.
Note also that these ratios assume all age groups are running courses of appropriate technical difficulty,
i.e courses 4 to 10. Courses 1,2 and 3 are TD1, TD2 and TD3 respectively. In Sprint races the speed ratios
for the older competitors may go up a bit due to the course being less physical than a forest event.
2.7.2 Expected M21 TPK reported by experienced Canadian organizers and elite competitors.
These expected TPKs were reported in 2008 from Patrick Goeres in Manitoba Sandhill terrain
Sprint: 4.5-5.0 min per km, Middle: 5-5.5 min per km, Long: 5.5-6.0 min per km.
(Patrick said world elites would be almost 1 min per km faster), Manitoba Eastern (rocky Scandinavian
terrain/somewhat similar to Sudbury areas)
Long: 7.5-8.0 min per km (speeds for other groups drop off very quickly)
From Ted de St. Croix:
Manitoba Long 5:30mpk but mistakes tend to bring it to 6:00 mpk
West Coast BC Forest Long 10:00-20:00 mpk depending on trail running
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Kamloops Long 5:30-6:00mpk depending upon climb
Ottawa Long 6:30-7:00
Other Ont. mature forest Long 6:00 or less
NFLD Long 20:00 at best of times
Park sprints Sprint 4:00-4:30
From Bill Anderson—Ottawa Spring Festival (mpk in decimal minutes)
2006 Long 8.32 (hilly, wooded, open)
middle 7.73 (flat, medium fast woods)
sprint 6.4 (flat, wooded, trails)
2007 Long 8.4 (hilly, medium woods)
middle 9.1 (hilly, medium woods)
sprint 6.9 (moderately hilly, fast woods)
2008 Long 8.0 (hilly, slow to medium woods)
middle 7.2 (hilly, medium fast woods)
sprint 5.2 (hilly, mostly wooded)
3.0 STARTS AND FINISHES
Choosing Starts, Finishes and Corridors
Choosing good start and finish locations is the single most important course planning decision. This is
especially important at A-meets where a full range of courses is offered. These choices are often
complicated at multi-day events, which re-use the map area.
First, decide upon access and parking. These must be a reasonable distance from the assembly, start, and
finish areas. If the parking and access are not adjacent to the assembly, start, and finish areas, detailed
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information must be included in the meet flyer and the routes must be very clearly signed. Long walks or
even shuttle buses are occasionally necessary, but these greatly complicate things for participants and
organizers.
The assembly area, since it is usually the same as or directly adjacent to the finish, must be large enough
to accommodate the expected participants and the finish chutes, timing tent, results, toilets, concessions,
child-minding, first-aid, public address system, etc.
Course 1 start should be considered first, as it must be on a network of paths and other line features. You
may need to ribbon parts of the route or even clear out brush and undergrowth along the route when
insufficient line features are available. Occasionally, a separate start is needed for courses 1 and 2. (See
WCOC middle at the end of this module for an example of this).
Once the Course 1 start is chosen, the other courses can be designed with it in mind. General
considerations include: a location which prevents those who have not started from gaining an advantage
by observing the direction early runners choose; courses which do not double back through the start,
warm-up or access path; interesting terrain of appropriate difficulty nearby.
Resist the temptation to design the courses from start to finish. Rather, look for varied and interesting
legs of appropriate challenge and then find ways to fit these into courses.
The following comments show some of the choices planners made in organizing a 2-day meet for several
hundred competitors. The event included 2 long distance races, but the principles apply equally to a long
distance and middle distance event on the same map.
The most important constraint on course planning was the decision to use the same finish on both days.
This location, not ideal from an orienteering point of view, was chosen because of its size, facilities, and
pleasant atmosphere. With the finish location fixed, attention turned to start locations.
3.1 Start
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Day 1
Start 1.1 is excellent except it is too far from the finish for the shorter courses. 1.2 and 1.3 allow for
course 1 to be the right length but do not have enough room for warm-up, call up, map distribution etc.
Finally, 1.4, a small hill with a clearing, was chosen although flagging was needed for course 1 right from
the start.
Course 1 day 1 is indicated with a solid line. This required some flagging and considerable brushing out
along the fences. Although the other courses used much of the map, they all finished in the corridor
shown by the dashed lines.
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Day 2
Start 2.1 is too far from the finish for course 1. Start 2.2 provides satisfactory length for course 1 and has
a nice warm-up and call-up area but longer courses from there are forced to double back on themselves
through the access/warm-up/start areas. Finally, 2.3 was chosen because it allows a course 1 of the right
length and the other courses have a sensible flow. The hilltop location provides warm up and call-up
areas but is a long hike from the assembly/finish area.
A well-chosen start location:
1. is located on a mapped feature. (Use only precisely identifiable locations)
2. is “shown on the map with the start triangle, and if it is not at the time start, marked in the
terrain by a control flag but no marking device.” (ie: SI unit)
3. has no choice for beginners. (If the start is at a junction, the beginner start must be arranged so
beginners are on the correct path.)
4. is fully taped from the time start to the start triangle to eliminate short-cuts.
5. has no route choice back through the assembly area.
6. has plenty of room for officials, call-up, water, warm-up, etc.
7. is accessible for bringing necessary equipment to the start
The distance and time from the assembly area to the start must be prominently displayed in the meet
information and at the assembly area. The route to the start must be very clearly signed and flagged.
Consider the pair of starts below.
A is inferior:
1. Beginners find starting at a junction confusing. This start location is especially difficult because
the tracks are close to parallel and run through a large clearing.
2. The clearing makes a blind start difficult.
3. The warm-up and call up areas must be spread out along the track to the south-east
B is a better start location:
1. It is on a distinct, mapped feature (vegetation boundary/path crossing) and has only 1 possible
path facing beginners.
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2. The call-up lines can be spaced along the forested path to create a blind start.
3. The large clearing is an excellent warm-up and call-up area.
A B
3.2 Finish
The course planner must remember the essential characteristic of orienteering, “running navigation”
when planning the finish. Long run-ins following marked routes must be minimized because they require
no navigation. An easy final control 50 metres from the finish is preferable to a more technical final
control followed by several hundred metres following tapes.
A good finish:
1. has a taped run from the final control that is as short as feasible.
2. is flat or gently uphill. (avoid downhill finishes)
3. reduces as much as feasible the tapes as a collecting feature for the final control.
4. has a run-in that allows finish officials to see the finisher.
5. has a run-in that is solid and safe underfoot.
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6. has sufficient room for officials, first aid, refreshment, results, etc.
7. has courses and final control arranged so that no sensible route leads a competitor the
“wrong way” through the finish.
8. has all courses finishing from the same direction
Consider the finishes below. They are for a beginner level course. Finish A has a long run-in requiring no
navigation. Finish B is far better even though the leg to the final control is technically easy. More
advanced courses should approach the final control from controls to the north or northwest in order to
make the run along the edge of the clearing less attractive. Courses that encourage runners to approach
the final control from the northeast should be avoided because the finish and finish tapes act as
catching features for the final control.
A
B
4.0 Course planning examples
4.1 Beginner courses – Course 1
Beginner courses must be within the ability of those who do them. Even large tracks and paths can be
very confusing for the novice to interpret on the map and the ground. Consider 2 to 3 below. There are
too many places where a choice must be made. There should be no route choice in Course 1, so this leg
would be considered unreasonably difficult.
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This revision is much more suitable for novices.
Given the terrain and the “flow” of the paths, 2
additional controls are all that is necessary. In
other trail networks, more controls may be
necessary to lead novices through their course.
4.2 Gratuitous climb. This is a cardinal sin for course planners, and will usually result in a deluge of
complaints from older competitors. Do not set legs that go up a hill only to come straight down again,
like the Duke and his mindless men. This goes equally for placing controls in the bottom of deep
depressions such as those at Blue Lake, Alberta or in Whitehorse “negative terrain.”
“The grand old Duke of York,
He had 10,000 men,
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He marched them up to the top of the hill,
And then he marched them down again.”
Avoid this. It is too easy technically and unnecessarily physical. Why slog up to the top just to run
back down the other side? It is okay to take competitors up a hill, but the next leg or legs should be
across the terrain before heading down.
Better. This is more difficult technically and avoids several contours of unneeded climbing.
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This deep re-entrant is a variation of the “Duke of York” climb discussed above. Here the competitors
must descend and climb back up with little or no route choice. This is particularly difficult for older
competitors who find steep descents harder as they
age. This course setting dilemma often occurs on
maps with a deep canyon or river valley separating
areas of good terrain.
A leg from 1 to 4 is unsuitable even for advanced
orienteers. Consider 1-2-3-4 or 1-2-4 instead of 1-4.
4.3 The total climb of a course should not normally exceed 4% of the shortest sensible route
4.4 Bingo Controls
Long compass legs through featureless/green/thick/low visibility areas to small point features are a bad
idea unless there are mapped details to aid the competitor. Even excellent navigators are likely to drift
off a compass bearing. There are many factors influencing this drift but especially important is the fact
that the point feature may not be perfectly located on the map in relation to all feasible attack points.
Therefore, be very careful setting long compass legs. Even if the drift is only 5%, a competitor would be
15metres off line after 300metres so if the feature cannot be seen from 15metres to either side, the
competitor will miss it.
Controls must not be sited on small features visible only from a short
distance if there are no other supporting features on the map.
Unfair
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Better because of fence corner attack point
4.4 Common Controls
A control that is suitable for one course may be too easy or too difficult for another. Choose control
locations with the course in mind. If several courses use a common control, make certain the control
difficulty is suitable for the easiest course. The direction from which a control is approached influences
its difficulty so you may be able to combine controls from advanced and introductory courses by careful
planning.
The knoll at 3 is a short distance into open woods
from a major handrail, and is suitable for an
introductory course but gives too much “dead
running” for an advanced course if it is
approached by running along the handrail.
However, if the advanced competitors approach
from detailed terrain, the control may be
suitable.
Control 3, if approached from the north-west, is a
suitable advanced control. It is also suitable for an introductory course if approached from the north-
east.
4.5 Hiding Controls
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Hiding a control is unfair. Consider 5 to 6. The control is in a small clearing in white woods. When the
competitor reaches the clearing the flag should be obvious. There have been instances where the
organizers thought a site was “too easy” and placed the flag
behind a log or between unmarked thickets, forcing competitors
who passed within a few metres to wander in search after they
had reached the marked feature. Do not hide controls.
Competitors seldom notice any difference between a good leg
and a superb leg, but they will immediately notice if a control
leads to unpredictable loss of time due to a hidden control site
or flag, ambiguity, a misleading control description, etc.
4.6 Dead running or Lost Kilometres.
In general, the fastest route should be the one with the most orienteering challenges. If the fastest
route has few or no orienteering challenges, it is unsatisfactory. Likewise, control placements that
eliminate legitimate orienteering problems reduce the quality of the course.
Long “dead” runs on paths and roads to easy controls take the navigation challenge out of the leg and
should be avoided except on beginner /introductory courses.
Consider 5 to 6 to 7. If 6 is moved to the depression west of the track, dead running on the track is
probably the best route.
Good—orienteering through
technical terrain is
encouraged. If the course
goes in the opposite
direction, the distance from 7
to the track before 6
becomes lost kilometres.
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Less good—dead running on
track is encouraged and direct
route has lost kilometres
Lost Kilometres occurs when
the control is placed just
beyond a major catching feature such as a road or fence, allowing the competitor to run at the catching
feature with little concern for distance estimation. Placing the control before the catching feature tests a
higher skill than placing it after the catching feature.
Lost kilometres occurs when the control is placed just beyond a major
catching feature such as a road or fence, allowing the competitor to run
at the catching feature with little concern for distance estimation. Placing
the control before the catching feature tests a higher skill than placing it
after the catching feature.
2 to 3a is lost kilometres because the fence eliminates the need to
estimate distance. 2 to 3b is more challenging.
4.7 Uncrossable Objects
The IOF rules covering uncrossable objects displayed on ISOM maps, such as ponds, marshes, and
fences, it infers that competitors are not forbidden from crossing these objects, the heavy black line or
line with double tags on the map just informs competitors that attempting to cross will be dangerous or
time consuming or both. If a course planner, for whatever reason, wants to forbid them from crossing,
then s/he should use one of the four purple forbidden symbols, the solid line, the vertical lines, the
crosshatch and the X, and if necessary, put some tape on the ground to make it clearer.
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4.8 Sprint Special Considerations
The planner must ensure that the map conforms to the latest ISSOM. Unlike ISOM maps, on
Sprint maps any object marked as uncrossable is forbidden to cross, and competitors doing
so will be disqualified. Some maps created recently, even
by professional mappers, do not. The symbols used for
passable and unpassable walls, cliffs, and fences are
especially important. If the course planner finds that the
map, such as described below, has a substandard feature
then either is should be corrected or have courses avoid the
feature.
Out-of bounds or dangerous areas, forbidden routes,
line features that shall not be crossed, etc. shall be marked
on the map. If necessary, they shall also be marked on the
ground. Competitors shall not enter, follow, or cross such
areas, routes, or features. (IOF and COF Competition
Rules).
On the map the parallel lines in the
centre courtyard between 1 and
represent the edges of a raised
sidewalk connecting 2 buildings.
This feature was interpreted by
several competitors as unpassable
while others interpreted it as
passable. This non-standard
mapping is unfair and influenced
the order of finish. See
RouteGadget COC 2007 Sprint.
4.9 Sprint Course traps
Well-designed sprint courses
reward the competitor who quickly
interprets the map and makes good
choices. In this example the
uncrossable fences on the direct
line from 2 to 3 penalize those who
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do not plan the entire route from
control to control. Such “traps” are
fair on sprint courses.
4.10 Out of Bounds
On sprint maps olive
green is out of bounds
and must not be entered.
These areas include
private property, flower
beds, etc. The map below
shows legs through the
Stanley Park Rose
Gardens in Vancouver. 2
is almost entirely
surrounded by garden.
The only legitimate route
in and out is via the
narrow neck of white on
the west. The planner
must avoid unfairness
caused by some runners
crossing the out-of-
bounds and others losing
time by entering and
leaving through the white.
Placing the control on the
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west of the nearby tree
solves this.
Sprint---Reward High Speed
Thinking by Avoiding Obvious
Choices
4.11 Non obvious legs
Well-designed sprints test the brain
at race speed. Legs with obvious
routes do not force decisions upon
the competitor. Consider the
examples below. In the first, 3 to 4
allows the competitor to continue
in the same direction without
making a significant choice. In the
second example, moving control 4
creates a very abrupt direction
change and decision point. Now the
hard right turn route is about 80%
of the continue on route but this
may not be obvious to competitors
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who have to make a 135 degree
turn to take advantage of it.