Commit 4f9f21

2026-09-20 16:36:00 Anonymous: Improve the Western Promenade as an observation gallery; preserve room rules
hold the flood/rooms.md ..
@@ 109,11 109,17 @@
> 3 seconds after you enter the room, enemies will start spawning. whenever possible, they should spawn from part of the room the camera doesn't see, otherwise, just as far as possible. Those are weak and slow enemies. they should start spawning at a rate of 1/2 enemy per sec, and that rate slowly increase until it reaches 5 enemies per sec. if there are ever 15 enemies in the room at the same time, the spawning will pause. once 50 enemies are killed, the spawning will end. once all enemies were spawned and killed, a chest will spawn in the middle of the room.
> opening the chest (with E) will give a second pistol. (later we will change this to random loot)
+ **The owner's appearance request, 2026-09-20, in his words:**
+
+ > in a previous session we created "the western promenade" room, while on a technical level it's structured and behaves like I wanted, it doesn't look so good. mostly, the west wall and it's windows looks very bad. generally, it doesn't give the atmosphere of a promenade. please try to improve that.
+
**As built.** Where the card gives no number, the number is the implementer's choice and is marked so; change any of them by saying so.
- **Place and size:** 60 metres long (east to west) and 10 deep, joined to the Dock's west door by its own east door. The HUD names it "Western Promenade".
- **Doorways:** one in the middle of the east wall (open, into the Dock), one in the middle of the west wall, and three on the north wall, 15, 30 and 45 metres along it, so the four stretches of wall between and beside them are equal *(my reading of "equally spaced"; the other reading would be 10, 30 and 50)*. The west one and the three north ones have no room behind them yet, so they show as sealed doorways ("Sealed doorway. No room behind it now."), like any doorway the cards say nothing of.
- - **South side: the windows.** Six large windows, each 8.4 metres wide, between stone piers with brass caps and a slim warm light let into each face. Each window is cut into four tall lights by slim bronze bars, and along its top runs a band of crossed lattice with a brass rosette at each crossing. Beyond the glass there is open space and stars. Nobody walks through it. *(Six, their size, and the whole look are mine.)* The game's camera looks down over whichever wall is nearest to it, so when this side faces the camera its tall solid parts (the piers and the beam over the windows) are lowered like any other wall, and what stays is the sill, the glass, the slim bars and lattice, and the stars: it then reads as a fine brass railing with space under it. Turn the view (Q) to see the windows whole.
+ - **South side: the windows.** Six panoramic windows between pale stone piers, with dark teal recesses, deep dark frames, bronze edges and clipped corners. Each window has just one slim central bar; the small crossed lattice and rosettes are gone. The outer frames are 8.7 metres wide and 3.45 high, above a low stone sill whose top trim reaches 0.55 metres. The top of the wall is 4.27 metres above the floor. Warm lanterns run down the piers, with soft pools of light and a thin light along the foot of the wall. Beyond the lightly tinted glass there is open space and stars. Nobody walks through it. The whole upper frame, piers and cornice disappear together when that wall faces the camera; the low sill and clear glass remain, so no unsupported metal grille hangs in front of the fight. *(This observation-gallery look, proportions, colours and lighting are the implementer's choices in response to the appearance request.)*
+ - **The promenade around it.** A broad stone walkway with dark teal strips along its sides, narrow bronze borders and six small diamond inlays, one opposite each window. The paving is in 2.5-metre slabs, using four different parts of the stone texture and alternating their direction. The solid north, east and west walls have matching stone panels, teal lower panels, warm wall lamps, and a cornice 3.8 metres high; the existing doors have matching surrounds. The central walking space stays clear. The walls, floor, windows and doorway barriers still stop the astronaut in the same places. No new furniture, interaction, text, enemy rule or reward was added. *(The materials, paving, inlays, lamps and surrounds are the implementer's choices.)*
+ - **Visual details chosen by the implementer.** Piers are 1.3 metres wide, with half piers at the ends; their lanterns sit 2.45 metres above the floor. Five warm point lights sit at the inner piers, ten metres apart, with a seven-metre reach and Unity intensity 3.6. The lights remain on when the wall is hidden by the camera. The glass is a subtle blue-green tint at 7% opacity. The pale surfaces use the free [Marble 01 texture by Rob Tuytel / Poly Haven](https://polyhaven.com/a/marble_01), under [CC0](https://polyhaven.com/license); two 1K maps, with credits kept beside them in the project. Texture pixels were not changed; the material samples inside the slabs, so the paving determines where the joints lie.
- **The enemies.** They can be here, and anything that chases the astronaut can follow in here. They cannot follow into the Dock: they come to its doorway and wait there.
- **When:** three seconds after the astronaut first walks in on a trip, the first one appears. Walking out and in again does not start it twice, and once started it goes on whether the astronaut stays or leaves *(mine: the card says only when it starts)*.
- **Where:** at a place in the room the camera does not show, picked at random from those just past the edge of the screen (no more than 6 metres beyond the nearest such place), so they walk in from every side that has an unseen part; never closer than 8 metres to the astronaut. When the camera shows the whole room, the place farthest from the astronaut. *(The 6 and the 8 are mine.)* They know where the astronaut is from the moment they appear.
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