diff --git a/docs/visual-asset-sixty-fourth-map-center.png b/docs/visual-asset-sixty-fourth-map-center.png new file mode 100644 index 0000000..ee0a8dc Binary files /dev/null and b/docs/visual-asset-sixty-fourth-map-center.png differ diff --git a/docs/visual-asset-sixty-fourth-map-lower-right.png b/docs/visual-asset-sixty-fourth-map-lower-right.png new file mode 100644 index 0000000..da1724f Binary files /dev/null and b/docs/visual-asset-sixty-fourth-map-lower-right.png differ diff --git a/docs/visual-asset-sixty-fourth-map-runtime-qa.md b/docs/visual-asset-sixty-fourth-map-runtime-qa.md new file mode 100644 index 0000000..5a97b68 --- /dev/null +++ b/docs/visual-asset-sixty-fourth-map-runtime-qa.md @@ -0,0 +1,40 @@ +# Sixty-Fourth Battle Map Runtime QA + +- Date: 2026-07-10 +- Target battle: `sixty-fourth-battle-weishui-camps` +- Map key: `battle-map-sixty-fourth` +- Source asset: `src/assets/images/battle/sixty-fourth-battle-map.webp` +- Audit trigger: lowest battle-map source density bucket, `128x110` grid at `112.0` source pixels per tile +- Browser target: local Vite, `1280x720`, `http://127.0.0.1:4202/heros_web/?debug&debugBattle=sixty-fourth-battle-weishui-camps&v=visual-qa-sixty-fourth` + +## Captures + +| View | File | Notes | +| --- | --- | --- | +| Ally start / south bank | [visual-asset-sixty-fourth-map-start.png](visual-asset-sixty-fourth-map-start.png) | Initial tactical view after battle start. Dirt, forest, and unit silhouettes are readable, but the ground texture and round forest marks look flatter than the unit sprites. | +| Central river band | [visual-asset-sixty-fourth-map-center.png](visual-asset-sixty-fourth-map-center.png) | River and grass lanes are easy to classify. The water reads as broad color bands with repeated ripple marks, so it feels more like a placeholder texture than a major Wei River crossing. | +| Lower-right forest / enemy side | [visual-asset-sixty-fourth-map-lower-right.png](visual-asset-sixty-fourth-map-lower-right.png) | Dense forest blocks remain tactically readable. The repeated circular canopy pattern dominates the view and lacks camp-road, beacon, or supply-detail accents expected from this scenario. | + +## Findings + +- Runtime smoke check passed: the debug battle opened, the map rendered, battle start succeeded, and no browser warning/error logs were captured during the screenshot pass. +- Tactical readability is acceptable. Grid, units, minimap, and terrain categories can be read at the desktop target viewport. +- Immersion quality needs work. The map is usable, but the runtime screenshots confirm the audit risk: large terrain regions rely on low-variation blocks and repeated brush motifs, which makes this late-campaign map feel lower detail than the surrounding unit art and UI. +- The central river and lower-right forest are the most important repaint targets because they occupy whole viewports and repeat across player navigation. + +## Decision + +Repaint or regenerate `src/assets/images/battle/sixty-fourth-battle-map.webp` before moving to the next story-background candidate. + +Recommended repaint constraints: + +- Preserve the `128x110` topology, deployment lanes, river crossings, forest masks, objective routes, and minimap readability. +- Increase terrain micro-detail around the Wei River banks, south-bank supply camps, beacon routes, and lower-right enemy-side forest. +- Add more shape variety to tree canopies and water ripples so repeated stamps are less visible under the grid. +- Keep tile-category contrast strong enough that the tactical grid remains readable after downscaling to the battle viewport. + +## Verification + +- Local runtime: passed at `1280x720`. +- Screenshots saved: 3. +- Browser warning/error logs during runtime pass: none. diff --git a/docs/visual-asset-sixty-fourth-map-start.png b/docs/visual-asset-sixty-fourth-map-start.png new file mode 100644 index 0000000..29d8955 Binary files /dev/null and b/docs/visual-asset-sixty-fourth-map-start.png differ