Do you have any "rules" or guidelines for drawing a corridor. Is it a random route, or chosen to be as one might naturally run through the terrain?
I always draw my corridor with the full map in the background first and try to avoid the green areas. Well, the greens were a lot less friendly in France, but still I kept this habit. Here, in Sweden, I also try to avoid the wet areas as it is not super fun in winter. Then, I put the map with only the contours as background.
But the most important is that I try to have a lot of changes in directions. Straight corridor is interesting but a lot easier. And if I think it is too diffcult (too long in undetailed areas), I will stretch it to reach some remarkable features. It has not to be all about luck! ; )
Ah, so only contours on the corridor. Then lots of direction changes to keep you focused.
That's what you say you do, anyway. We think you just go for a random run in the terrain then draw the corridor route along your GPS trace afterwards. That's the only way I could do a corridor course as well as you do!
Eheh, that was the secret. Please, don't spread it around.
Your secret is safe with me. And nobody reads attackpoint comments, right?
I have been believing he looks for flat terrains with only white forest and no details at all, except one narrow stripe of details winding through the emptiness. And then he just follows those details. I have been living in impression that terrain type must be quite common in France.
Actually, we don't have that much type of terrain in France. Either it is a hell of contours details (WCup final 2006, WOC2011), but not very runnable (not too suitable for a corridor) or monotonous contours (slopes).
The best places for corridor are Guardamar (Spain) or all the sanddunes terrains in Portugal. Lunsen works great though.
Have you ever tried inverted corridors? Well, I guess you have. The challenge is slightly different, you must aim off the features you see and use to navigate, like you often do when you use details you don't actually want to hit dead on (like bolder fields, cliffs and so.). That makes it slightly harder, together with having to ignore details you run on. But on the other hand the possibility to see and use larger features further away makes it easier.