A bit on the maps:
As spielberg said, we're in our 3rd+ revision of just about everything in the game, and that includes the maps. We started out using terrain, but we weren't happy with the lack of detail in edges and deformations like bunkers. We then played around with using static meshes just for the main part of the holes (tee, fairways, greens, bunkers) surrounded by terrain and decorations. this worked ok, but the course was too "tight", and the aim marker would jump on top of objects that were close to the hole. It was also very slow, as there could be a LOT of geometry in view at certain angles. We then decided to break each hole out to it's own 'area' and comprise the entire course out of static meshes. I broke each hole up into sections (fringe, rough, fairway) so the entire hole wouldn't be drawn if you are only looking at a portion, and the resultant meshes are fairly low on polys, but still look pretty good.
The process is isn't finalized, and I'm still experimenting with the look. I'm currently trying to see how many trees I can pack in before framerate becomes a big issue. I have a low-range machine, so it's a fairly decent testbed for worst-case.
If any mappers have any insight into techniques they think I should explore, or would like to have a go at sprucing up the course, I'm all for it.
Just for future reference, the current 9-hole limit is just an arbitrary one, and 18-hole courses are planned. I will be putting out a formal request for course designers soon.