Rank the Comedy Store shape-language gaps (top-five list)
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@@ -441,12 +441,17 @@ pass. The current `_build_comedy_store_building()` stays as the fallback.*
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real (3.2:1 vs ~6:1) — the main shape-language deviation; canopy pitch, blade-sign diameter,
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entrance and roofline all match closely. Curtain-bay count is crop-dependent (3–7), so 7 is
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accepted as a readable stylization.
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- [ ] Rank the shape-language gaps between the current procedural building and the four scene
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pairs: canopy fascia depth, blade-sign shape/position, curtain-bay rhythm, entrance recess,
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hillside silhouette and the neighbouring hotel/parking mass. Write the top-five fix list
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with measurements. (First finding from the proportions pass: the 8.4 m facade wall is the
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biggest deviation — the real hall is a low ~5.5–6 m single-storey front, so a facade-height
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reduction plus a rounded west corner would bring the silhouette closest to the reference.)
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- [x] Rank the shape-language gaps and write the top-five fix list (measurements from the
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proportions pass, §`docs/joke-shop-map.md`):
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1. **Facade height** — game 8.4 m vs real ~5.5–6 m (≈3.2:1 vs ~6:1 ratio); the tallest
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read deviation.
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2. **Rounded west corner** — the real building has a ~3–4 m radius corner; the game uses a
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hard 90° corner, and the entrance sits at the rounded corner.
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3. **Canopy depth/slope** — game 4.9 m at 11° vs real ~4–4.5 m with a shallower pitch.
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4. **Neighbouring hotel/parking mass** — absent; the hotel reference frame shows a low
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blocker mass east of the club.
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5. **Hillside silhouette** — present but a simplified 60° ramp; the reference shows a
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tighter rise of houses/palms directly behind the roofline.
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- [ ] Rebuild the canopy + blade sign as library props or procedural geometry through the assisted
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pipeline (`blender_assets.py inspect` → scripted edits → `audit`/`fit`), keeping the 4,000
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prop-triangle budget; verify against the street/strip concept pairs before committing.
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