Dara's rule: a hole no player could see or shoot through is not a hole in the tactical model. Sunset's Mid building showed it. Both long walls carry a measured window from about 6 to 7.6 m, the building's inside is not painted floor, and a cone from the shack roof beside it went in one window, across the empty interior and out of the other. A window is a gap of at most 3 m between two bands of one wall piece. Where a piece runs along unplayable space, its windows are filled. A see-over, a passage under a wall, a taller gap (sky under a far beam), a window with floor on both sides, a gap that holds the eye of someone standing on a surface touching the wall, and every reviewed opening all stay as they were. Breeze Mid's slanted-roof hole stays open: from the 11.8 m perch a ray through it reaches a standing eye on a crate across Mid. The archive's reviewed sightline suite passes on the sealed models, and a review of the 61 largest cone changes across both sides of all 13 maps found every other loss went through a building, a grate or a slot. Sealing made one more wall block an agent's eye, which exposed a nudge bug: an agent inside a wall cut into pieces stepped across the nearest edge, a seam with the next piece, and gave up, hiding its cone. It now leaves onto open floor. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Dara Adedeji committed on 10/2/2026, 6:52:48 PMparent8c8e648
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