# Office Breach / 오피스 브리치 Original two-storey office architecture, room layout, stairs, collapsed concrete, collision volumes, procedural surface artwork and baked lighting for Astra Attack. Generator: `scripts/generate-office.py`. Full plan: `docs/map-designs/office/revision-10.json`. Revision 10: ground bounding dimensions 34 × 47.32 m; floor spacing 3.6 m. Ground footprint: 1,151.52 m². Only ground workspaces are shortened to 60%: blue 17 → 10.2 m, red 14.7 → 8.82 m. Spawn rooms retain their size. The 944 m² upper footprint, upper rooms and both stairs retain their geometry. Blue has a straight approach to the narrow B stair; red reaches its side corridor through the project room. The direct southern B shortcut is closed, while the long eastern bypass remains available. A has two 1.8 m wide, 80-degree curved lower flights merging on a +1.8 m landing. One 2.8 m wide upper flight turns west, away from the wall, and reaches +3.6 m. The central broken slabs rise 3.52 m over a 6.4 m Z run (about 29 degrees), with a 2.6 m width, 0.32 m slab thickness, fractured bearings and bent rebar. The 57.5 m² collapse opening remains. The two-storey layout SVG is generated from the same plan and curved collision footprints as the game geometry. Furniture is from **Kenney — Furniture Kit**, licensed **CC0 1.0 Universal**. - Official source: https://kenney.nl/assets/furniture-kit - License: https://creativecommons.org/publicdomain/zero/1.0/ - Unmodified license included as `LICENSE-Kenney.txt`. - Selected original OBJ/MTL files and their SHA-256 manifest are retained in `assets/source/office/kenney-furniture/`. - Used models: desk, chairDesk, computerScreen, computerKeyboard, table, bookcaseClosedDoors, pottedPlant. - Changes: recentered and scaled to metres; placed and rotated; flat MTL colors packed into the architectural atlas; triangulated and merged into static sectors; lighting baked offline. No runtime dependency on Kenney services or OBJ loaders. - Small furnishings are decorative. Visible opaque desk bases, meeting-table bases and tall storage bodies provide simple solid gameplay cover. The 34 2.12 m storage units include original steel cabinet geometry and Kenney wooden cabinet details. Their opaque cores block both players and standing-height fire. Chairs, foliage and computer accessories are not bullet-stopping cover. Official Rainbow Six Siege Oregon / Skyscraper rework descriptions, previously reviewed Consulate / Nighthaven Labs blueprints, and the open-source Parpax map were researched as layout references only. Their geometry, images and textures are not included. Ubisoft's public blueprints are not treated as open-source assets. Research links and design decisions are recorded in `docs/OFFICE_BREACH_IMPLEMENTED_09_2026-09-12_KO.md`. Concrete debris surface: **Concrete Debris**, by **Amal Kumar / Poly Haven**, **CC0-1.0**. - Source: https://polyhaven.com/a/concrete_debris - License: https://polyhaven.com/license and https://creativecommons.org/publicdomain/zero/1.0/ - Original 1K diffuse and AO JPEGs, download URLs and SHA-256 checksums: `assets/source/office/concrete-debris/SOURCE.json`. - Changes: diffuse multiplied by a restrained baked AO term, encoded as WebP in the shared 2048 × 1024 surface atlas. World-projected 2 m UV tiles. - Two runtime textures total; no normal/displacement shader, runtime lights, downloaded model loader, external requests, or dynamic debris physics. - Fine edge chips and bent reinforcement are decorative, merged into existing static sectors. The major slabs, bearing masses and cover remain solid. No Warehouse, Source-engine or commercial-game assets are included. The map uses the existing game's static map file format.