Occupied Toulouse · builder's brief
A town hall built to be seen from the end of a long drive: gates, an avenue, a fountain and a marble stair up to an iron door.

The building, exactly as modelled. The only change on the outside is a small balcony above the portico.
I · The approach
Players should feel it before they reach the door. Every visitor comes in through the gates, up a straight avenue, around a fountain and stops at the steps.



| Part | Size | What it is |
|---|---|---|
| Gate | 24 wide, 2 leaves · piers 6 × 6 × 18 | Black wrought iron with gilded tips, a lantern on each stone pier. Set 10 studs back from the pavement so a car can pull in. Stands open. |
| Avenue | 16 wide · 56 long | Pale gravel, two lanes. A plane tree and an iron lamp post every 16 studs on both sides. |
| Fountain loop | 80 across · lane 14 | A one-way carriage loop around a tiered stone fountain in a basin 26 across. |
| Drop-off | 30 deep | Paved stone in front of the steps, where the limousine stops. |
| Parterres | 2 × about 110 × 60 | French box-hedge gardens with gravel paths and benches, on both sides of the avenue. Hedges 2 studs high so players can see across. |
| Flagpoles | 2 · 40 tall | Inside the gate, one each side of the avenue. |
| Estate wall | 4 high | A stone balustrade with iron railings round the whole lot. |
| Sheriff yard | 86 × 54 | Cobbled, behind its own wall and gate on the north side of the hall. 2 car bays of 12 × 22. A side door into the Sheriff station. |
| Rear court | 34 deep | Behind the hall, against the hillside: the Mayor's limousine bay and a back door. |
II · Ground floor
The numbers are the builder's own from the Blender sketch. Nothing on this floor is spare: a lobby that impresses, a stair that climbs, a hall where the city screens are, and the Sheriffs' station.

| No. | Space | Build | Its one interaction |
|---|---|---|---|
| 1 | Lobby | Marble floor, chandelier, a portrait frame (flat part for the Mayor's picture), one city screen. | None, the entrance stays clear |
| 5 | Grand staircase | Double marble stair, 1-stud steps, at least 10 wide each flight, meeting on the first-floor landing. | None |
| 2 | Sheriff station | Sheriff spawn (flat 12 × 12 floor), arresting desk, gun rack, one holding cell, a door to the Sheriff yard. | The arresting desk |
| 3 | Public hall | A wall of television sets (each screen a flat part), a wanted board, benches, a clerk's counter. | The clerk (petitions, the vote) |

III · First floor
The stair arrives on a landing guarded by two Sheriffs. One iron door. Past it, the whole floor is the Mayor's suite, with no corridors and no small rooms. The desk faces the door, with the balcony behind it, the council table on one side and the broadcast corner on the other.

| No. | Space | Build | Its one interaction |
|---|---|---|---|
| 5 | Landing | Top of the grand stair, two guard chairs (NPC Sheriffs), the iron door. The only walled room on this floor. | The iron door |
| 6 + 6 | The office | Parquet, a walnut desk facing the iron door, the 12-button console on it, a wall map of the city, flag, curtains, French doors to the balcony. | The desk |
| Balcony | Over the portico | Small, one window wide, iron railing, looking down the avenue. | Speak to the city |
| 9 | Broadcast corner | A microphone on a stand, a radio transmitter cabinet, a TV camera on a tripod. Open to the office. | On air |
| 4 | Council table | A long dining and council table for 10. Open to the office. | None, seats only |
| 7 | Private corner | The Mayor's spawn and the city safe. | The safe |

The interaction spots on each floor are at least 12 studs apart: one interaction per spot.
IV · The desk
Build the console as 12 separate small button parts in 3 rows of 4, each with its own name plate, so each one can press in and light up. These are the plates and what each one does in the city.

V · The lot
Measured in the Octavium Toulouse place with a ray every 12 studs across the map. Lot A is flat open grass at street level, next to the spot the map already labels City Hall.
x 1320 to 1560 · z −1232 to −1004
240 × 228 studs of flat grass at y 29 to 30. The street and pavement run along the west side, so the gates go there. A rock hillside closes the east side behind the hall, a natural backdrop. The map's City Hall label stands 41 studs from the lot, at 1332, −963.

x 888 to 1020 · z −1508 to −1220
132 × 288 studs of grass across the street from the prison. Too narrow for the full drive-in, so use it only if lot A is wanted for something else.
The ground there is thin plates over void, like most of the city, so the hall and estate get support slabs under them when they are placed.
VI · Build spec
Workspace.TownHall (Model)
Origin invisible anchor
Shell, Interior the meshes
Estate/ gates, avenue, fountain,
parterres, flags, walls
Doors/MainDoor, YardDoor, BackDoor, IronDoor
Controls/
Desk
Console/Btn_Lockdown ... Btn_Sheriffs
Plaque, Portrait, Screens/Screen1..n
Balcony, OnAir, Safe, Clerk
Sheriff/ArrestDesk, SheriffSpawn
Spawns/MayorSpawn
Guards/Post1, Post2
Vehicles/LimoBay, CarBay1, CarBay2
Zones/HallZone, OfficeZone
Only these names matter. Scripts find everything by them, so the whole estate can be moved or turned and still work.