Add sixty-fourth map runtime QA packet
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docs/visual-asset-sixty-fourth-map-runtime-qa.md
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# Sixty-Fourth Battle Map Runtime QA
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- Date: 2026-07-10
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- Target battle: `sixty-fourth-battle-weishui-camps`
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- Map key: `battle-map-sixty-fourth`
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- Source asset: `src/assets/images/battle/sixty-fourth-battle-map.webp`
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- Audit trigger: lowest battle-map source density bucket, `128x110` grid at `112.0` source pixels per tile
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- 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`
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## Captures
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| View | File | Notes |
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| --- | --- | --- |
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| 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. |
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| 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. |
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| 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. |
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## Findings
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- 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.
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- Tactical readability is acceptable. Grid, units, minimap, and terrain categories can be read at the desktop target viewport.
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- 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.
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- The central river and lower-right forest are the most important repaint targets because they occupy whole viewports and repeat across player navigation.
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## Decision
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Repaint or regenerate `src/assets/images/battle/sixty-fourth-battle-map.webp` before moving to the next story-background candidate.
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Recommended repaint constraints:
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- Preserve the `128x110` topology, deployment lanes, river crossings, forest masks, objective routes, and minimap readability.
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- Increase terrain micro-detail around the Wei River banks, south-bank supply camps, beacon routes, and lower-right enemy-side forest.
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- Add more shape variety to tree canopies and water ripples so repeated stamps are less visible under the grid.
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- Keep tile-category contrast strong enough that the tactical grid remains readable after downscaling to the battle viewport.
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## Verification
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- Local runtime: passed at `1280x720`.
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- Screenshots saved: 3.
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- Browser warning/error logs during runtime pass: none.
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