2.0 KiB
2.0 KiB
Hand-Painted Tactical Map Pipeline
Scope
The first five campaign battles now use the same hand-painted tactical map pipeline. The renderer still reads the original scenario tile coordinates and battle logic; only the map texture asset changes from flat/vector map art to low-contrast raster terrain.
Art Direction
- Units must read before the terrain at 100% desktop browser scale.
- Terrain uses muted greens, ochre roads, dark blue-green water, and compact structure markers.
- Roads, forests, rivers, camps, villages, cliffs, and forts should be recognizable by silhouette and texture, not by high saturation.
- The grid remains subtle and embedded in the paint grade, so it helps targeting without becoming the main visual layer.
Generator
scripts/generate-handpaint-map-sample.py reads terrain and unit positions from src/game/data/scenario.ts, then outputs a WebP map and documentation previews.
Example:
python scripts/generate-handpaint-map-sample.py --map second --webp-quality 90
python scripts/generate-handpaint-map-sample.py --map third --webp-quality 90
python scripts/generate-handpaint-map-sample.py --map fourth --webp-quality 90
python scripts/generate-handpaint-map-sample.py --map fifth --webp-quality 90
Current Assets
src/assets/images/battle/first-battle-map.webpsrc/assets/images/battle/second-battle-map.webpsrc/assets/images/battle/third-battle-map.webpsrc/assets/images/battle/fourth-battle-map.webpsrc/assets/images/battle/fifth-battle-map.webp
QA Outputs
docs/second-battle-map-handpaint-before-after.pngdocs/second-battle-map-handpaint-preview.pngdocs/third-battle-map-handpaint-before-after.pngdocs/third-battle-map-handpaint-preview.pngdocs/fourth-battle-map-handpaint-before-after.pngdocs/fourth-battle-map-handpaint-preview.pngdocs/fifth-battle-map-handpaint-before-after.pngdocs/fifth-battle-map-handpaint-preview.png
Browser screenshots are saved per verification run after build/deploy.