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