3.5 KiB
3.5 KiB
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,
128x110grid at112.0source 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
128x110topology, 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.