Pros:
Well manicured, for the most part, with generous fairways and enough schule to make you work to get up and down if you're off the fairway but not enough to make a heroic par save impossible.
Multiple teepads, appropriate to intended skill level, make it possible for players of varying skill levels playing from their skill-appropriate tees to compete head-to-head on a reasonably level playing field.
The risk-reward from each teepad is appropriate to the intended skill level for the hole. Conservative play will yield a par on every hole; birdies (and the occasional eagle) can be had by aggressive play and errorless execution, a minor error in execution will still provide a realistic look at par, while a major error in execution will leave you scrambling hard to save par (or bogey).
Tests the full array of shot-making skills (including one's ability to see (and hit) alternatives to the "obvious" lines). A number of holes test not only one's control of line and length, but disc angle and speed as well.
Cons:
As several previous reviewers have noted, many of the teepads are too short. (This is especially the case for the par 4s.) Also, the rubber mats (which were great when new) are starting to tear out in spots so you need to pay attention to the line of your runup and your plant foot placement.
The course intersects with walking paths at various points, and I've encountered walkers on fairways on a fairly regular basis. A little common sense (i.e., look before you throw, and don't throw if there's even a remote chance of hitting a pedestrian) goes a long way to avoiding problems.
Other Thoughts:
I'm somewhat torn on Apex Nature Park. On one hand, it's a very enjoyable and satisfying course to play; on the other hand, for a player of my temperament (conservative, "I hate bogeys more than I like birdies") and skill level (~930-940), it doesn't quite tick the boxes that induce me to take the riskier lines in search of a birdie/eagle/ace so it can feel somewhat boring. Overall, though, it's an enjoyable experience: you get typical NC disc golf ambience (wood course that tests your shotmaking skills), without the overly punitive schule, bugs, and poison ivy. A good walk NOT spoiled!
[FWIW -
I disagree with alecfalzone's assessment of several holes. As I see it, from a RHBH perspective:
Hole 4: a placement high (or spike) hyzer around the mando off the tee with a glidey midrange to set up an upshot, leading to a putt for 3. While not a great hole, it's an improvement over the previous iteration, which was basically a longer version hole 5.
Hole 5: an excellent test of one's ability to thow a straight 250-270' standstill shot with a putter or midrange through a defined gap. In that respect, it's not all that different than holes like Cedar Hills #17, Cornwallis 1 (Long) and 17, UNC 10, 16, 17, or Cedarock. Focus on hitting a window between the trees a third of the way down the fairway that define the fairway rather than on the basket.
Hole 7: a relatively simple standstill floating high anhyzer with a putter (I throw it like I'm throwing a Patent Pending): as long as you put enough juice on it to keep it from flexing out, it will end up parked.
Hole 8: a late turning anny down the right side with an understable midrange. Don't try to force the disc over: gIve it a good tug and let it do its thing.
These may not be shots one commonly throws off the teepad, but they're all common enough from the fairway.
I can see, and sympathize to an extent, with alecfalzone's critique of hole 3, and concur that it's one of the weaker holes on the course and could do with a redesign. On the other hand, in its current configuration, take away the trees "in the middle of the line you are trying to hit" and hole 3 turns into a boring "throw a shallow hyzer off the tee and drop in your deuce" hole.]