# Battle Map Art Direction: First Battle Sample ## Goal Raise the first battle map from flat placeholder-like terrain to an original hand-painted tactical RPG battlefield while keeping the existing 20x18 tactical grid, unit positions, movement rules, and battle data unchanged. ## Readability Priority - Unit sprites must read before the map. - Terrain contrast stays one step below characters, combat UI, and hover/selection feedback. - Texture detail should add depth without turning into visual noise at PC browser 100% scale. - Terrain identity must remain clear: road, forest, hill, river, village, camp, fort. ## Terrain Palette - Plain: muted olive grass with subtle yellow-green and brown brush flecks. - Road: warm dusty tan with irregular edges, wheel marks, and compacted earth strokes. - Forest: dark desaturated green canopy clusters with soft shadows, not black outlines. - Hill: ochre stone and dry earth mounds, low-profile shapes that do not compete with units. - Cliff: darker rock planes with sharper facets, used sparingly as impassable-looking terrain. - River: subdued blue-green water with horizontal ripple highlights and darker bank shadows. - Village: small ochre-roof huts, fences, and packed dirt clearings. - Camp: simple canvas tents and banners, warm tan but low contrast. - Fort: dark wood palisade and watch platforms with muted yellow flags. ## Grid And Tactical Form - The map art itself should not contain heavy grid lines. - Tile positions are preserved by rendering each terrain cell at 224px inside the existing 4480x4032 map. - Organic edges may cross tile boundaries visually, but tactical meaning must still match the terrain array. - Roads should visually connect from tile center to tile center so route planning is obvious. ## Sample Evaluation - First battle lower-left camp and starting road should guide the eye toward the central route. - Central village and river should be readable without stealing focus. - Enemy fort area in the upper-right must imply an enemy line without becoming a large UI-like block. - At 100% PC browser scale, Liu Bei, Guan Yu, Zhang Fei, and enemy units must remain the strongest silhouettes.