# >>> CHANGE 27 Oct ~22:05 (READ FIRST) <<<
The user clarified the map rule: "in maps there is always these common elements like walls etc, which may have in most of the maps, so using such generic things is okey, so we only use that in map that have it ... those are generic things and not only tied up in 1 or 2 map".
NEW RULE: a kill is REPLACE NEEDED only if it can play on just a FEW maps (<= 8 of the 17 dry maps for missing map elements). Generic elements (walls, platforms, ceilings...) that most maps have are fine; such kills play where the element exists.
SMG under the new rule: ONLY smg.house (4 maps) is replaced (OPEN HOUSE, MINIGUN). Every other SMG slot below STAYS (BANK SHOT, NO VACANCY, WALL RUN, THE SAW, TEAR ALONG, PINATA, MOONLIGHT, PEEPHOLE, RANGE CARD, BRASS RAIN, BLEED OUT).
THE NEW CINEMATIC KILLS ALREADY APPROVED ARE ADDED AS NEW SMG KILLS WITH NEW KEYS (they must NOT overwrite a kept kill):
  BLIND FIRE → smg.blind-fire (B) · THE STAFF → smg.the-staff (C) · DOGPILE → smg.dogpile (F) · TAKEN BACK → smg.taken-back (N1).
After that new kill, each builder fixes the KEPT SMG kills' user notes (style compliance via K58.STYLE, head explosions where asked, no bones/organs/faces):
  B: BANK SHOT (discs/spikes on the body) + NO VACANCY (diamond burn wounds) · C: WALL RUN (run ON the real wall; brain bits at extreme) · F: RANGE CARD (bone pieces) + BRASS RAIN (old limb + head explosion at extreme) · E: PEEPHOLE (head explosion; the head hole vanishes toward the end) + TEAR ALONG (hits as wounds; verify no face), then a new SMG cinematic (STANDOFF) as a new key · N1: BLEED OUT ("put usual explosions instead of custom internal organ things", "elements like hand?") · MINIGUN: after OPEN HOUSE, ask the coordinator.
The REPLACE NEEDED list for every weapon is 58k_replace58.js (generated by _tools/replace58_gen.py); those kills show a disabled ⟲ REPLACE NEEDED bar on the pages.
The original slot table below is superseded where it conflicts with this block.

# SMG REPLACE WAVE (coordinator, 27 Oct ~21:25) — READ FULLY BEFORE ANY WORK

The user is fixing SMG first, before any other weapon. They rated all 25 SMG films and then set a new rule:
> "we want to replace every animation thats tied to specific map, (underwater excepception , somethings may not works there its oke) ... so if a animation is tied to specific map, its already replace"

A K58.mapCheck audit on the 17 dry maps found 12 map-tied SMG films (`_tools/coord/RATINGS.md`, last section). Each one gets a brand-new cinematic action sequence in the SAME KEY (the slot), replacing the old kill. The old kill's idea may survive only if it no longer needs any map element.

## Read first (all of it; these are the user's words turned into rules)
1. `_tools/CINE_ROLLOUT.md`: the bar (minigun CLINCH v2), the STYLE BIBLE, ANTI-TEMPLATE, LESSONS 4, **CONTEXT AWARENESS (top rule)**, and **STYLE PICKS: LIVE RULES**.
2. `_tools/coord/STYLE_PICKS.md`:
   - no faces ever (blank glossy heads);
   - the game's gore through K58.STYLE (58k_style.js): spurts, teardrops, pools, the radial pop, round wet caps, limb-off + spray, soul rise;
   - NOTHING painted on bodies;
   - brain bits / short intestine only at EXTREME, intestine in some kills;
   - no bones, ever.
3. `_tools/coord/RATINGS.md`: every SMG note (head explosions wanted, final zoomed out, etc.).
4. **THE MOVEMENT BAR = smg.the-x** (58k_w_smg_d.js ~line 885).
   - User: "perfect action choreography ... quick and fast and very cinematic action".
   - The craft:
     - anticipation of 0.06-0.14 s into an extreme pose;
     - a 0.06-0.12 s explosive strike at full extension;
     - a 0.12-0.5 s hold;
     - big readable props;
     - speed ramps and a crash zoom on the payoff;
     - slow-mo only on the payoff.
   - Also study `58k_w_smg_cine.js` THREE MAGS + THE CHAIN (both rated GOOD) for the context-awareness craft: hands always accounted for, casts from a free hand, props land and stay.
5. The user's rejections, so you never repeat them:
   - THREE MAGS v1, "no realism, messy, the knife looking so bad, unrealistic gold ink casting, another hand pops";
   - THREE MAGS v2, "victim movement is such a shame".

## Hard requirements per kill
- **MAP-INDEPENDENT:** `needs` = FLOOR + open space only. It must pass K58.mapCheck on ALL 17 dry maps (no 'skip'; 'deep' may skip), and look right on each one. Check with the page MAP SWITCHER and send an 18-map grid.
  - No walls, platforms, ceilings, ledges, balconies, overheads, edges, drops or "long flat floor" requirements.
  - Gold-ink casts may build props, never a copy of map architecture.
- **Style:** the victim is the plain gameplay fighter (no costume, no accessories), with no faces, ever. All gore goes through K58.STYLE.
- **Head explosion:** the user loves ending on one ("head explosion is the best way to end this"). Use it often, but not in every kill. Vary the endings (ANTI-TEMPLATE).
- **Final framing:** less zoomed (the shared step-back is in; keep your XT wide enough that the whole body and setting read).
- **Pacing:** natural real time, up to 30 s only if the action needs it (typically 15-22 s). Use smooth real slow-mo only on key beats.
- **Performance:** perf p95 ≤ 16.7 ms; playall 0 problems at gore 0/3/5.

## SHOW EARLY (the user's standing order: "dont wait for it to be completely ready, show me each one")
Ping the coordinator at each step. The coordinator reviews full-size frames and relays each step to the user right away.
1. **Beat summary** (text, short):
   - the style;
   - a 0.5 s beat list;
   - each fighter's two hands and props through the fight;
   - the dismemberment and the ending;
   - why it's unique.
   Wait for the OK.
2. **Blocking pass:** live on the page (autosync pushes every minute; never leave the page broken). Send 4 full-size frames plus a 0.1 s contact sheet of the main action.
3. **Each polish pass, then FINAL:**
   - the 0.1 s continuity audit (`_tools/conv/cine_<key>_continuity.md`);
   - full-size PNGs at every contact, cast and reload beat;
   - the XT;
   - the 18-map grid;
   - perf;
   - playall.

## Uniqueness inside SMG
Kills already taken (don't reuse their key idea):
- THE X: knife X carve, point blank.
- THREE MAGS: reload as the fight's clock, LONG TAKE.
- THE CHAIN: CHASE.
- TAKEN BACK: DISARM (N1, in progress).
- KNEE SLIDE.
- BELOW: the river realm.
- NAME ON THE STONE.
- NOWHERE.
- MATADOR.
- LONG EXPOSURE.
- BRICK BY BRICK.
- SHELF LIFE.
- GREENHOUSE.
- X-RAY CHAIN.

Before building, add one line to the SMG ledger (`58k_LEDGER.md`): your key, style, key move and payoff. Read the other wave agents' lines so no two of you build the same idea.

## SLOTS (key → builder → assigned style; propose your own story inside the style)
| slot key | old (map-tied) | builder | style |
|---|---|---|---|
| smg.house | BRING THE HOUSE DOWN (balcony) | MINIGUN a3ac1dfb391787d5d | SIEGE |
| smg.pinata | PINATA (ceiling) | MINIGUN a3ac1dfb391787d5d | LAST STAND |
| smg.bank-shot | BANK SHOT (overhead) | B aec968d0de5da06f0 | AMBUSH |
| smg.vacancy | NO VACANCY (edge) | B aec968d0de5da06f0 | BULLET TIME |
| smg.wall-run | WALL RUN (wall) | C aac18caeaa58c940d | DUEL |
| smg.the-saw | THE SAW (platform) | C aac18caeaa58c940d | DEATH REALM (register the realm in 58k_REALMS.md) |
| smg.tear-along-the-dotted-line | TEAR ALONG (long flat floor) | E a9bdfae9fb3e5af72 | THE HUNT |
| smg.peephole | PEEPHOLE (drop) | E a9bdfae9fb3e5af72 | STANDOFF |
| smg.range-card | RANGE CARD (ledge) | F ac0d3fd7a148f072a | ONE VS MANY (if the def allows 2-3 victims; else DUEL variant) |
| smg.brassrain | BRASS RAIN (platform) | F ac0d3fd7a148f072a | BULLET TIME variant: brass-storm, must differ from smg.vacancy (coordinate with B) |
| smg.moonlight | MOONLIGHT (platform) | N1 a8467981ee03da1bd | TAKEN BACK (DISARM), in progress |
| smg.bleed-out | BLEED OUT (wall) | N1 a8467981ee03da1bd | after TAKEN BACK: a style not yet used in SMG |
| mids smg.mid-rebound (wall), smg.mid-brass-ice (drop) | — | A a6a2242227c8daaf7 (later) | ≤3 s mids, map-independent |

Files: build in your own lane file `58k_w_smg_cine_<you>.js` (e.g. `58k_w_smg_cine_mg.js`, `_b.js`, `_c.js`, `_e.js`, `_f.js`). Register it in `58k_smg.html` and regenerate `58k_files.js` with `python3 _tools/58k_kits.py`; the loader silently skips unlisted files. The rebuilt key replaces the old def in place (see how N1 did it in `58k_w_smg_cine.js`). Coordinate edits to shared files (`58k_smg.html`, `58k_files.js`) carefully, since five builders share them: re-read the file right before you edit, and make minimal, line-local edits.

SAFETY: the coordinator's safety rules apply (no keys printed, kill only your own PIDs, no destructive git, `git add <paths>` only, headless Chrome only, no store builds, python deletes with absolute paths).
