GREAT WALL OF CHINA LANDMARK / MAP-SCALE REFERENCE ASSET DIRECTIONS FOR TITANFORGE DUAL SITE
Prepared to match the Sears Tower, Space Needle, Empire State Building, Palo Alto Observatory, and Giza landmark instruction format.
Purpose: build a detailed Great Wall of China asset family for TitanForge Dual Site that can be exported as OBJ and GLB modules, tested as map-scale reference geometry, and compared side-by-side with the existing game assets without breaking scale, draw distance, collision, or file-size expectations.

ANSWER FOCUS
This is not a finished 3D model yet. This is the construction list and build plan.

The Great Wall is not like the Sears Tower, Space Needle, Empire State Building, or Giza pyramids. Those are single landmarks or compact landmark groups. The Great Wall is an enormous defensive system spanning northern China. At real meter-like TitanForge scale, the full surveyed length is about 21,196.18 km, or 21,196,180 world units if 1 unit = 1 meter.

Therefore, the correct direction is NOT to build one normal full-length GLB mesh. The correct direction is to build a Great Wall asset family:

1. Real-scale playable modules.
2. Real-scale draw-test route sections.
3. A map-scale reference strip for full-length comparison.
4. Metadata that records the true full length.
5. Optional chunked/streaming route placement for future large-world testing.

The model must be usable in the TitanForge / TitanForge 3D / TitanForge Web Dual Site platform and should follow the same conventions as previous landmark assets:
- GLB / GLTF and OBJ support.
- Y-up.
- -Z forward.
- Meter-like world units.
- Pivot/origin clearly documented.
- preserveScale metadata.
- Short package paths.
- Named parts.
- Custom colliders.
- Draw-distance guidance.
- Modular assets that can survive exporter/runtime handling.

UNESCO / HERITAGE CONTEXT
The Great Wall is a UNESCO World Heritage property listed as "The Great Wall", property ID 438, inscribed in 1987 under cultural criteria i, ii, iii, iv, and vi. For asset purposes, this means the Great Wall should be represented as a defensive system with walls, watchtowers, passes, fortifications, beacon/signaling elements, and landscape integration, not as a simple decorative brick fence.

UNESCO emphasizes that the Outstanding Universal Value and all attributes of the Great Wall must be protected as a whole. For the game asset, this means:
- Treat the wall as a historic fortification network.
- Preserve the rugged terrain relationship.
- Include watchtowers and signal/garrison logic as visual modules.
- Do not make it a perfectly smooth theme-park wall unless making a separate restored-tourist-section variant.
- Build restored and ruined variants separately.
- Keep the wall's apparent small height but absurdly large length.

CRITICAL SCALE FACT
The full surveyed Great Wall system is approximately:
- 21,196.18 km long.
- 21,196,180 meters long.
- 21,196,180 TitanForge world units if 1 unit = 1 meter.

This is too large for one practical full-detail GLB/OBJ object. A single true-scale full-length mesh would create float precision problems, culling problems, draw-distance problems, collision problems, editor navigation problems, and unusable package sizes.

IMMEDIATE BUILD DECISION
The correct first construction target should be:

Type:
- Great Wall asset family, not one monolithic mesh.

First build package should include:
- GW_Module_Straight_100m
- GW_Module_Curve_100m
- GW_Module_Slope_100m
- GW_Watchtower_Standard
- GW_BeaconTower_Ridge
- GW_GatePass_Module
- GW_DrawTest_1km_Section
- GW_DrawTest_10km_Route
- GW_FullLength_ReferenceStrip_1to1000
- GW_Metadata_FullSystemScale

The first actual OBJ/GLB build should not try to output a 21,196 km continuous high-detail mesh. Instead, it should output these modules and test strips so the game can measure, compare, stream, and stress-test the Great Wall at meaningful scales.

PROJECT ASSET SCALE ANCHORS
Use the existing project reference sizes:
- Player / GI Joe human reference: about 1.83 units tall.
- Sears / Willis Tower reference: about 529.05 units tall.
- Empire State Building reference: about 443.0 units tall.
- Space Needle reference: about 184.4 units tall.
- Golden Gate Bridge reference: about 2,737 units long and about 243 units tall.
- Central Park reference: about 4,364 units long, about 1,141 units deep, and about 58 units high as a terrain/environment asset.
- Giza three-pyramid asset reference: about 1,002.56 units wide, about 1,101 units deep, and about 150.4 units high including Khafre elevation.

GREAT WALL SCALE AGAINST EXISTING ASSETS
Full surveyed length:
- 21,196,180 units if built at 1:1 real meter scale.

Full length compared with existing assets:
- About 40,064.6 times the height of the Sears Tower reference.
- About 47,846.9 times the height of the Empire State Building reference.
- About 114,946.7 times the height of the Space Needle reference.
- About 7,744.3 times the length of the Golden Gate Bridge reference.
- About 4,856.7 times the length of the Central Park reference.
- About 19,251.8 times the long axis of the Giza three-pyramid asset.
- About 11,582,612 times the height of the 1.83-unit player reference.

Playable wall height/width comparison:
- Average/restored wall height target: about 6m to 8m.
- Badaling/restored-style wall height target: about 7.8m.
- Watchtower height target: about 10m to 15m, depending on section.
- Walkway/top width target: about 4m to 5m.
- Base width target: about 6m to 8m for many restored masonry sections, wider where buttressed or on rough terrain.

This means the Great Wall is not impressive because of vertical height. It is low compared with towers, pyramids, and skyscrapers. It is impressive because of length, terrain pathing, repetition, watchtowers, ridge-line placement, and map-scale footprint.

SCALE TEST ARTIFACTS TO BUILD
Because the true length is huge, build these reference/test assets:

1. GW_Module_Straight_100m
- Real scale.
- 100m long.
- 6m to 8m high.
- 4m to 5m top walkway width.
- Battlements/parapets included.
- Use this as the basic construction brick.

2. GW_Module_Curve_100m
- Real scale.
- 100m centerline length.
- Curved wall path.
- Used for ridge turns and snake-like wall silhouette.

3. GW_Module_Slope_100m
- Real scale.
- 100m centerline length.
- Rises or falls with terrain.
- Includes stair-step walkway or sloped walkway option.
- Necessary because the Great Wall follows mountains, ridges, and steep grades.

4. GW_Watchtower_Standard
- Real scale.
- About 10m to 15m high.
- About 10m x 10m to 14m x 14m footprint.
- Stone/brick body, arched entry, roof/parapet, arrow windows, interior floor hint.
- Should connect cleanly to wall modules on two sides.

5. GW_BeaconTower_Ridge
- Real scale.
- Standalone or wall-adjacent signal tower.
- More ruined/rough option.
- Used on hilltops or high visibility points.

6. GW_GatePass_Module
- Real scale.
- Larger fortified pass/gate module.
- About 30m to 60m wide depending on variant.
- About 15m to 25m tall depending on roof/tower treatment.
- Includes gate arch, doors, flanking walls, tower-house top, stairs/ramp.

7. GW_DrawTest_1km_Section
- Real scale.
- 1,000m long route section.
- Around 10 straight/curved/slope modules.
- 2 to 4 towers depending on spacing.
- Should already feel as long as a small environment asset.
- Good first in-game performance and collision test.

8. GW_DrawTest_10km_Route
- Real scale.
- 10,000m route section.
- About 2.29 times the Central Park reference length.
- About 3.65 times the Golden Gate Bridge reference length.
- Used for draw-distance, culling, minimap, streaming, and movement-speed testing.

9. GW_FullLength_ReferenceStrip_1to1000
- Not playable at human scale.
- Horizontal length is 21,196.18 units, representing the full 21,196.18 km system at 1:1000 horizontal scale.
- Used only for map draw-size testing and visual comparison.
- Should be very simple: low strip, tick marks, labeled tower markers, region color bands.
- Must be clearly tagged as 1:1000 map-scale, not real playable scale.

10. GW_Metadata_FullSystemScale
- No large mesh required.
- Stores real full length: 21,196,180m.
- Stores route/chunking recommendations.
- Stores recommended module spacing and draw-distance settings.
- Used later if TitanForge adds geospatial route spline / tiled world streaming.

DO NOT BUILD THESE FOR THE FIRST TEST
Do not build a single GLB that is 21,196,180 units long with high-detail wall geometry.
Do not build every watchtower individually across the full wall.
Do not build every brick as individual geometry.
Do not create a collider spanning the full length.
Do not put one giant object origin at one end of the full system.
Do not use one continuous mesh if any part will be more than about 10,000 to 20,000 units from its origin.

TITANFORGE DUAL SITE PLATFORM RULES
Use these rules for this platform:

1. Axis and unit rules
- Y-up.
- -Z forward.
- 1 world unit = 1 meter for real-scale modules.
- Apply transforms before export.
- Keep local origins near each module's center or start socket.

2. Object origin rules
For individual modules:
- Pivot at centerline ground center.
- Y=0 at local ground/contact plane.
- -Z should represent module forward direction.

For route draw-test sections:
- Pivot at route section center.
- Store segment socket positions in metadata.
- Keep bounds manageable.

For full-length reference strip:
- Pivot at center of the strip.
- Use 1:1000 scale and tag clearly.
- Do not treat it as playable real-scale wall.

3. Import and normalization rules
- Add metadata tags: preserveScale, architecture, landmark, unesco, great_wall, wall_module, route_section.
- If the loader normalizes large GLB assets, restore placement scale using metadata.
- For real-scale modules, no post-import scale should be needed.
- For the 1:1000 full-length reference strip, do not rescale it to 1:1 unless specifically testing map scale.

4. File/package rules
- Use short package/folder names to avoid Windows path length issues.
- Recommended package name: GW_v1.zip.
- Recommended folder structure:
  - GW_v1/glb/
  - GW_v1/obj/
  - GW_v1/meta/
  - GW_v1/textures/
- Avoid zip-inside-zip structures.

5. Export behavior
- Every module should exist as GLB and OBJ/MTL.
- GLB should use embedded or game-ready materials.
- OBJ should include MTL materials.
- Use repeated UVs / materials rather than millions of unique bricks.
- Use texture or vertex color variation for stone/brick weathering.

PRIMARY VISUAL IDENTITY SUMMARY
The Great Wall asset must read as:
- A long, snaking, fortified wall riding along ridge terrain.
- Stone/brick masonry with crenellated parapets.
- Walkable top path.
- Watchtowers at intervals and on high points.
- Gate passes and beacon towers as special modules.
- Mountain/ridge integration, not a flat city wall only.
- Restored and ruined variations.
- A defensive system, not one decorative prop.

If it is just a straight brick rectangle, it will not read as the Great Wall.
If it is too tall, it will look like a fantasy fortress wall.
If it is too wide or too smooth, it will lose historical identity.
If it is too short in length, it will not test map draw size.
If it lacks towers, battlements, stairs, and terrain-following path, it will not sell the landmark.

VISIBLE PARTS THAT NEED TO BE BUILT

1. WALL BODY / RAMPART MODULES
Build these visible pieces:
- Long masonry wall body.
- Slightly battered/sloped side faces.
- Stone or brick surface material.
- Walkway deck on top.
- Raised parapet/battlement walls along both edges.
- Crenellations/merlons along the outer wall edge.
- Drainage/weep holes or dark openings on side faces.
- Masonry course lines.
- Slight top-path irregularity.
- Side buttress / retaining-wall variation for mountain sections.

Recommended dimensions for restored Ming-style module:
- Centerline length: 100m for basic module.
- Top walkway width: 4m to 5m.
- Base width: 6m to 8m.
- Wall body height to walkway: about 5m to 6m.
- Parapet/battlement height above walkway: about 1.2m to 2m.
- Total visible height: about 6.5m to 8m.

Do not overbuild every brick. Use material/normal/UV detail for brick fields and use selected raised geometry only for battlements, parapet caps, stairs, and broken edges.

2. BATTLEMENTS / CRENELLATIONS
Build these visible pieces:
- Repeating merlons along the outer side.
- Lower inner parapet along the inner side.
- Crenel gaps for defensive silhouette.
- Slightly uneven stone caps.
- Corner merlons at wall/tower joins.
- Optional arrow slit pattern on taller parapet sections.

Recommended dimensions:
- Merlon width: about 1.0m to 1.5m.
- Gap width: about 0.6m to 1.0m.
- Parapet thickness: about 0.4m to 0.8m.
- Parapet height above walkway: about 1.2m to 2.0m.

3. WALKWAY / TOP PATH
Build these visible pieces:
- Stone or brick paved walkway.
- Rectangular floor slabs.
- Slight unevenness.
- Stair-step portions for steep slopes.
- Ramp portions for mild slopes.
- Drainage seams or surface wear.
- Transition sockets at module ends.

Gameplay note:
- If the wall is walkable, the top path collider must be separate from side blockers.
- Use clean ramp/stair collision, not per-stone collision.

4. WALL END / SOCKET PIECES
Build these visible pieces:
- GW_Socket_End_A and GW_Socket_End_B locators.
- Clean matching wall cross-section at both ends.
- Optional cap geometry for free-standing test pieces.
- Small alignment markers in metadata, not visible in final game.

Socket rules:
- All straight/curve/slope modules should share consistent end dimensions.
- Socket position should use local coordinates.
- Socket forward should use -Z / +Z convention clearly.

5. CURVED WALL MODULES
Build these visible pieces:
- Curving rampart body following a radius.
- Curved parapets and crenellations.
- Curved walkway slabs.
- Slightly segmented geometry for performance.
- End sockets aligned to neighboring modules.

Recommended variants:
- GW_Module_Curve_100m_Left_15deg.
- GW_Module_Curve_100m_Right_15deg.
- GW_Module_Curve_100m_Left_30deg.
- GW_Module_Curve_100m_Right_30deg.

6. SLOPE / RIDGE MODULES
Build these visible pieces:
- Wall body climbing or descending a slope.
- Stepped walkway for steep sections.
- Sloped walkway for mild sections.
- Terrain-contact retaining wall below.
- Wall side faces that extend to ground instead of floating.
- Foundation stones embedded into hill surface.

Recommended variants:
- GW_Module_Slope_100m_Up_10m.
- GW_Module_Slope_100m_Down_10m.
- GW_Module_Slope_100m_Up_25m_Stepped.
- GW_Module_Slope_100m_Down_25m_Stepped.

Gameplay note:
- If slopes are walkable, character navigation must use simplified ramp/stair colliders.
- Avoid collision on every stair block if performance is an issue.

7. STANDARD WATCHTOWER MODULE
Build these visible pieces:
- Rectangular/square tower body.
- Arched doorways aligned with wall walkway.
- Arrow windows or slit openings.
- Upper parapet / crenellated roof.
- Interior floor/void hint.
- Roof access stair hatch or small roof opening.
- Stone/brick courses.
- Slightly darker shadowed interior.
- Optional roof tiles if using a pavilion-topped variant.

Recommended dimensions:
- Footprint: 10m x 10m to 14m x 14m.
- Height: 10m to 15m.
- Door height: 2.2m to 3.0m.
- Wall connections at two opposite sides by default.

Variants:
- GW_Watchtower_Standard_OpenRoof.
- GW_Watchtower_Standard_Crenelated.
- GW_Watchtower_Ruined.
- GW_Watchtower_PavilionRoof_Optional.

8. BEACON / SIGNAL TOWER MODULE
Build these visible pieces:
- Standalone or adjacent tower mass.
- Smaller upper platform.
- Smoke/fire signal platform cue.
- Rough stone or rammed-earth variation.
- Optional broken roof/parapet.
- Positioned on high ridge points or near passes.

Recommended dimensions:
- Footprint: 8m x 8m to 12m x 12m.
- Height: 8m to 14m.

9. GATE PASS / FORTIFIED PASS MODULE
Build these visible pieces:
- Larger gate structure crossing through the wall.
- Arched gate opening.
- Heavy wooden/metal door panels if desired.
- Flanking tower masses.
- Parapet/roof walkway above gate.
- Side ramps or stairs.
- Courtyard/paved approach.
- Optional road passing through.

Recommended dimensions:
- Width: 30m to 60m.
- Depth: 20m to 40m.
- Height: 15m to 25m.

This module is important for a game because it creates a readable crossing/portal/landmark point.

10. RUINED / ERODED WALL VARIANTS
Build these visible pieces:
- Broken parapets.
- Collapsed merlons.
- Missing walkway stones.
- Lower wall height.
- Crumbled side edges.
- Vegetation/sand/earth accumulation.
- Exposed rubble piles.
- Gaps or partial breaks.

Ruined variants should still preserve the real-width/height scale but may be visually lower where the wall has eroded.

11. TERRAIN / RIDGE BASE MODULES
Build these visible pieces:
- Low mountain ridge meshes.
- Wall foundations embedded into ridge top.
- Sloped shoulders on both sides.
- Rocky outcrops.
- Sparse grass/shrub patches.
- Erosion paths.
- Dust/earth material variation.

Important:
- The Great Wall must look like it rides the terrain.
- Do not let wall modules float above slopes.
- Terrain modules should be optional so the wall can be placed on TitanForge terrain later.

12. MATERIALS / TEXTURES
Recommended material slots:
- mat_GW_weathered_grey_brick
- mat_GW_tan_stone_block
- mat_GW_dark_mortar
- mat_GW_walkway_paving
- mat_GW_parapet_capstone
- mat_GW_watchtower_shadow
- mat_GW_ruined_rubble
- mat_GW_earth_rammed_section
- mat_GW_mountain_rock
- mat_GW_dry_grass_shrub
- mat_GW_gate_wood_dark
- mat_GW_marker_emissive_optional

Material style:
- Restored sections: grey-brown brick/stone, clear masonry courses, weathered edges.
- Mountain/older sections: rough stone, rammed earth, broken surface, less regular geometry.
- Ruined sections: dusty tan/grey stone, missing caps, rubble accumulation.
- Avoid glossy materials.
- Use color variation so long repeating segments do not look copy-pasted.

13. COLLISION / NAVIGATION PARTS
Do not use one giant collider.

Module collider plan:
- GW_COLLIDER_WallBody_LeftSide: side blocking collider.
- GW_COLLIDER_WallBody_RightSide: side blocking collider.
- GW_COLLIDER_Walkway: walkable top path collider.
- GW_COLLIDER_Parapet_Left: low blocker along parapet.
- GW_COLLIDER_Parapet_Right: low blocker along parapet.
- GW_COLLIDER_Watchtower: tower blocking/interior collider.
- GW_COLLIDER_GatePass: gate/courtyard colliders.
- GW_COLLIDER_Terrain_Ridge: terrain support collider.

Gameplay decisions:
- If players can walk on top, make top path clean and navigable.
- If players cannot walk on top, use simplified blocking colliders and skip detailed walkway collision.
- Do not collide every merlon.
- Do not collide every brick.
- Use simplified colliders for performance.

14. DRAW DISTANCE / CULLING TESTS
The Great Wall asset is primarily a draw-distance and world-scale test.

Recommended draw distance targets:
- Individual 100m module: 400m to 800m.
- Watchtower: 800m to 1500m.
- 1km route test: 1500m to 2500m.
- 10km route test: 5000m to 12000m depending on engine performance.
- 1:1000 full-length reference strip: special debug / map view only.

Visibility priorities:
- Far view: ridge line, wall snake, towers.
- Mid view: battlements and walkway.
- Near view: masonry, doors, stairs, rubble, material variation.

15. LOD PLAN
LOD0:
- Full module detail.
- Battlements modeled.
- Watchtower windows/doors modeled.
- Walkway slabs and masonry cues.

LOD1:
- Simplified battlements.
- Reduced brick/stone geometry.
- Fewer individual props.
- Towers remain readable.

LOD2:
- Wall as simple raised ribbon with parapet bands.
- Towers as boxy silhouettes.
- Materials carry most detail.

LOD3:
- Thin ridge-following silhouette strip.
- Watchtowers as simple blocks.
- For very distant map view.

Debug/map LOD:
- Route line only.
- Optional color-coded segments.
- No gameplay collision.

16. NAMED NODE LIST
Use these names for the first construction package.

Shared root:
- GW_Root_GreatWall_AssetFamily
- GW_Metadata_FullSystemScale
- GW_FullLength_ReferenceStrip_1to1000
- GW_DrawTest_1km_Section
- GW_DrawTest_10km_Route

Straight module:
- GW_Module_Straight_100m_Root
- GW_Straight_WallBody
- GW_Straight_Walkway
- GW_Straight_Outer_Parapet
- GW_Straight_Inner_Parapet
- GW_Straight_Crenellations
- GW_Straight_Side_Buttresses
- GW_Straight_Drainage_Openings
- GW_Straight_Masonry_Course_Detail
- GW_Straight_Socket_A
- GW_Straight_Socket_B

Curve module:
- GW_Module_Curve_100m_Root
- GW_Curve_WallBody
- GW_Curve_Walkway
- GW_Curve_Crenellations
- GW_Curve_Socket_A
- GW_Curve_Socket_B

Slope module:
- GW_Module_Slope_100m_Root
- GW_Slope_WallBody
- GW_Slope_Stepped_Walkway
- GW_Slope_Outer_Parapet
- GW_Slope_Inner_Parapet
- GW_Slope_Ridge_Foundation
- GW_Slope_Socket_A
- GW_Slope_Socket_B

Watchtower:
- GW_Watchtower_Standard_Root
- GW_Watchtower_Stone_Body
- GW_Watchtower_Arched_Door_A
- GW_Watchtower_Arched_Door_B
- GW_Watchtower_Window_Slits
- GW_Watchtower_Roof_Parapet
- GW_Watchtower_Interior_Shadow
- GW_Watchtower_WallSocket_A
- GW_Watchtower_WallSocket_B

Beacon tower:
- GW_BeaconTower_Ridge_Root
- GW_BeaconTower_Stone_Body
- GW_BeaconTower_Signal_Platform
- GW_BeaconTower_Rubble_Base

Gate pass:
- GW_GatePass_Module_Root
- GW_GatePass_Main_Gate_Arch
- GW_GatePass_Door_Panels
- GW_GatePass_Left_Tower
- GW_GatePass_Right_Tower
- GW_GatePass_Upper_Walkway
- GW_GatePass_Courtyard_Paving
- GW_GatePass_Approach_Road

Ruins and terrain:
- GW_Ruined_Wall_Variant_Root
- GW_Ruined_Broken_Parapets
- GW_Ruined_Rubble_Piles
- GW_Ridge_Terrain_Module_Root
- GW_Ridge_Rock_Surface
- GW_Ridge_Dry_Grass

Collision / triggers:
- GW_COLLIDER_Walkway
- GW_COLLIDER_WallBody_LeftSide
- GW_COLLIDER_WallBody_RightSide
- GW_COLLIDER_Parapet_Left
- GW_COLLIDER_Parapet_Right
- GW_COLLIDER_Watchtower
- GW_COLLIDER_GatePass
- GW_COLLIDER_Terrain_Ridge
- GW_TRIGGER_GatePass_Optional
- GW_TRIGGER_InfoMarker_Optional

17. MAP-SCALE FULL LENGTH REFERENCE
The Great Wall full length is too large for a normal gameplay mesh, but the game needs a size reference comparison.

Build this special object:
- Name: GW_FullLength_ReferenceStrip_1to1000
- Actual mesh length: 21,196.18 units.
- Represents: 21,196.18 km true length at 1:1000 horizontal map scale.
- Width: 10m to 20m visual strip.
- Height: 0.2m to 1.0m visual strip.
- Include tick marks every 1,000 units representing 1,000 km.
- Include larger markers every 5,000 units.
- Include start/end markers.
- No gameplay collision except optional debug pick/click collider.
- Material should be simple and visible.

This gives the Dual Site platform a practical map draw-size test without generating a 21-million-unit mesh.

Optional additional scale strips:
- GW_FullLength_ReferenceStrip_1to10000: 2,119.618 units long, useful for compact map UI.
- GW_FullLength_ReferenceStrip_1to100: 211,961.8 units long, extreme draw test only.

18. TRUE-SCALE ROUTE TEST SECTION
Build this object for actual gameplay scale:

Name:
- GW_DrawTest_10km_Route

Dimensions:
- Route length: 10,000m / 10,000 units.
- Wall height: 6m to 8m.
- Watchtowers: 10m to 15m high.
- Wall width: 4m to 5m top walkway, 6m to 8m base.

Relative scale:
- About 2.29 times the Central Park reference length.
- About 3.65 times the Golden Gate Bridge reference length.
- About 9.08 times the Giza group long axis.

Purpose:
- This is the main draw-distance stress test.
- It is large but still far more practical than the full wall.
- It should include terrain-following segments, towers, slopes, and curves.

19. FIRST MODELING PASS PRIORITY
Build first pass in this order:

1. GW_Module_Straight_100m.
2. GW_Watchtower_Standard.
3. GW_Module_Slope_100m.
4. GW_Module_Curve_100m.
5. GW_GatePass_Module.
6. GW_DrawTest_1km_Section.
7. GW_DrawTest_10km_Route.
8. GW_FullLength_ReferenceStrip_1to1000.
9. Metadata/collider JSON.
10. LOD placeholders.

Do not start with the full 21,196 km mesh.

20. FINAL BUILD PACKAGE TARGET
When the actual model build is requested, output:

GLB files:
- great_wall_china_module_straight_100m_v1.glb
- great_wall_china_module_curve_100m_v1.glb
- great_wall_china_module_slope_100m_v1.glb
- great_wall_china_watchtower_standard_v1.glb
- great_wall_china_gatepass_v1.glb
- great_wall_china_drawtest_1km_v1.glb
- great_wall_china_drawtest_10km_v1.glb
- great_wall_china_full_length_reference_1to1000_v1.glb

OBJ/MTL files:
- matching .obj and .mtl for each GLB.

Metadata:
- great_wall_china_asset_family_v1_metadata.json
- great_wall_china_scale_report_v1.txt
- great_wall_china_construction_notes_v1.txt

ZIP package:
- GW_v1.zip

21. SHORT ANSWER
The Great Wall should be built as a modular real-scale asset family for TitanForge Dual Site, not as one full-length high-detail mesh. The true surveyed full length is approximately 21,196.18 km, meaning 21,196,180 world units at 1m = 1 unit. That is about 7,744 times longer than the Golden Gate Bridge asset and about 4,857 times longer than the Central Park asset. Build playable modules at true scale, build 1km and 10km route sections for draw testing, and build a 1:1000 full-length reference strip for map-scale comparison. The wall itself should be about 6m to 8m high, 4m to 5m wide on top, with 10m to 15m watchtowers, crenellations, gate passes, ridge terrain, collision modules, LODs, and preserveScale metadata.

SOURCE ANCHORS USED FOR SCALE AND CONTEXT
- UNESCO World Heritage Centre: The Great Wall, World Heritage property 438. Used for UNESCO designation, conservation/property framing, and heritage-system context.
- China State Administration / National Cultural Heritage Administration survey reporting via China.org and related public reporting. Used for the 21,196.18 km full-system length.
- Britannica: Great Wall of China. Used for broad historical framing: numerous walls, multiple dynasties, World Heritage status, large construction project context.
- Great Wall public dimension guides such as TravelChinaGuide, China Discovery, and Great Wall travel/statistics pages. Used for practical average wall height/width ranges, watchtower scale guidance, and restored-section dimension planning.
- TitanForge Dual Site project conventions from prior landmark assets: Y-up, -Z forward, meter-like units, GLB/OBJ output, preserveScale, custom colliders, draw-distance planning, short package paths, and modular world-building discipline.
