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heros_web/docs/visual-asset-sixty-fourth-map-runtime-qa.md

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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 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 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 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.