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The Joke Shop — Sunset Strip map notes

The game's second venue is a fictional comedy club called The Joke Shop. Its block, canopy, blade sign, entrance and hillside are based on the real Comedy Store at 8433 Sunset Blvd, West Hollywood, CA 90069.

The club name and the game's guest stories are invented. The building is a stylized reconstruction, not a survey-accurate model: the playable frontage is 27 m, while the real parcel is much deeper and contains several rooms that the game does not enter.

Real site

Item Reference
Address 8433 Sunset Blvd, West Hollywood, CA 90069, United States
Real venue The Comedy Store (comedy club and theatre)
OpenStreetMap Way 428854155, centroid 34.095265, -118.373965
OSM tags amenity=theatre, building=commercial, height=12.2, start_date=1940, wikidata=Q3520350
Footprint OSM polygon bounding box about 47.1 m × 41.2 m across the club and rear parcels
Street Sunset Boulevard, a major east–west arterial on the Sunset Strip
Setting Dry Hollywood Hills directly behind the club, with houses and palms rising above the roofline

The building began as Ciro's, a 1940 nightclub; it became The Comedy Store in the early 1970s. Its street front is a low black hall under a deep, signature-covered canopy, with the circular blade sign above the roof, red curtains along the frontage and the main entrance set toward the west end. The hillside houses behind it are part of the silhouette from the sidewalk.

How the map maps to the real site

Real element Game implementation
Low black comedy hall 27 m × 12 m footprint, 8.4 m street wall; matte black concrete surface with a low plinth and parapet
Deep overhanging canopy 4.9 m sloped slab dropping about 1 m to the outer fascia; the fascia carries white signature lettering and the club name
Signature-covered front Two Label3D signature bands on the fascia plus a smaller wall panel, so the handwriting reads at gameplay distance without dozens of decals
Circular blade sign 3.9 m white disc with a black rim on a roof pole; THE JOKE SHOP lettering faces the street
Red curtains Four three-fold velvet bays with tiebacks between the entrance and the east end; a red velvet entrance curtain
West-end entrance Recessed opening at x = -8.8 m with a low step, brass pulls and the door-lock indicator
Warm practicals Sconces along the wall, canopy downlights, entrance wash and three ground uplights; all off in daylight and switched by set_night_mode()
Neighbouring low-rise frontage Cream Mediterranean block west (balconies, red awning) and white commercial block east (ribbon windows, lobby)
Hillside and houses Fog-free unshaded 60° ramp behind the rear wall with stucco houses, shrubs and palms; its tint drops to a dark silhouette at night
Opposite side of Sunset Low retail row, rooftop billboard, neon and palms as background context beyond the far kerb
Sidewalk furniture Palms, queue barriers, stanchions, bins, planters, a-frame sign, hydrant and a parked sedan; prop placements pass the shared validator

Scene composition

  • Frontage: 27 m wide, façade centre at z = -8.0, front face at z = -2.0.
  • Sidewalk: 38 m wide × 14 m deep, meeting the kerb at z = 11.9.
  • Street: 90 m × 24 m, with the four-lane markings reused from the Hollywood block and a crosswalk in front of the entrance.
  • Playable area: x = -15…15, z = -0.6…14.0. The guard starts on the west side of the entrance at (-4.8, 0.1, 1.4), facing the approach.
  • Map budget: the headless audit measures 22,680 triangles across 454 meshes, well inside the 150k/700 test budget.

The same geometry serves the day and late-night looks. There is no second baked map: the phase lighting, skyline/fog tint, lit windows and practicals change, just as with the Hollywood day/night rows.

Simplifications and limits

  • The real club's rear rooms, basement and roof plant are not modelled; the playable area is the street frontage only.
  • The 47 m OSM footprint includes rear parcels and does not match the 27 m street frontage; the game keeps the frontage proportions rather than the full lot.
  • Neighbouring businesses are represented by generic low-rise blocks. Their exact names and current tenants were not verified, so the docs do not claim them.
  • The hillside is a background ramp with simplified houses, not a terrain heightfield; it exists to restore the real silhouette above the roofline.
  • Signage uses the fictional The Joke Shop name, not the real Comedy Store wordmark.
  • The concept frames are photoreal; the game keeps its stylized, low-poly material treatment. The vision judge therefore still scores material and foliage detail below the reference. The remaining texture/realism work is tracked with the postponed 0.9.5 pass, not treated as a map-geometry defect.

References