# 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 - Historical browser target: local Vite at `1280x720`, `http://127.0.0.1:4202/heros_web/?debug&debugBattle=sixty-fourth-battle-weishui-camps&v=visual-qa-sixty-fourth`. The three linked PNGs preserve that original session and have not been relabeled or upscaled. - Current-standard revalidation target (2026-07-17): the same battle flow at an explicit 1920x1080 CSS viewport, 100% browser zoom, and DPR 1. ## 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 - Historical local runtime: passed at `1280x720`; the three saved screenshots remain historical evidence. - Current-standard revalidation (2026-07-17): passed at an explicit 1920x1080 CSS viewport, 100% browser zoom, and DPR 1 for deployment, battle start, tactical readability, and minimap rendering. - Screenshots saved: 3. - Browser warning/error logs during the historical runtime pass or current-standard revalidation: none.