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Put the other maps' spawn barriers where VALORANT has them - #561

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t3/spawn-barriers-all-maps
Nov 13, 2026
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t3/spawn-barriers-all-maps

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@SunkenInTime SunkenInTime commented Nov 13, 2026 •

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Icebox, attack side, before and after

After Haven (#560), this does the same check on every other map: each spawn barrier is compared with the game's own barrier, and the ones that were off are moved. 17 bars change across nine maps. Yellow boxes in the pictures mark each change.

Source. The SpawnBarrier_C actors in the 13.09 game files, through the same game-to-map transform the view cones use. For most maps they are in <Map>_Gameplay.umap. Sunset, Abyss and Summit keep theirs in Juliett_Barriers, Infinity_Barriers and Plummet_Design_SpawnBarriers.

Rule for each bar, after looking at it on the map art:

  • The art is up to a metre off the game, and the old bars were drawn on the art. So a bar within 3.5 units (about 1 m) of the game's line, facing the same way, stays exactly as drawn. Moving those onto the game's line put several of them beside their doorway instead of in it.
  • A bar further off than that, turned the wrong way, or missing is placed on the game's line at the game's width. An end that stops short of the drawn wall runs on to it, and an end that pokes into a wall is cut back at it.
  • Each changed file takes its map art's frame. Most were 1 to 3 units narrower than the art, which the app centres, so the bars that stay are re-expressed in the new frame and land on the same pixels. The pictures confirm it: nothing outside the yellow boxes differs.

What changed

Map Bars Change
Icebox 1, 7, 13 1: moved 1.0 left, 6.3 up. First end cut back 0.88 at the wall
7: moved 5.1 right
13: added: the game has a barrier here (2.5 m wide)
Lotus 2, 8 2: moved 6.5 left, 1.7 down; colour swapped to red. First end runs on 2.12 to the wall, second end cut back 1.5 at the wall
8: added: the game has a barrier here (2.6 m wide)
Pearl 3 3: moved 0.5 right, 10.9 up. Second end cut back 7.62 at the wall
Corrode 7, 8 7: moved 5.7 right
8: moved 5.6 right, 0.5 up
Bind 3 3: moved 5.2 left, 0.5 down. First end cut back 2 at the wall, second end cut back 1.62 at the wall
Fracture 4, 6, 8 4: moved 1.2 left, 4.5 down, turned. First end runs on 1.38 to the wall, second end cut back 3.12 at the wall
6: moved 1.5 right, 5.3 up. Second end cut back 3 at the wall
8: moved 4.7 down. First end cut back 0.62 at the wall
Split 2, 4 2: moved 4.3 down. Second end cut back 1 at the wall
4: moved 1.0 left, 5.6 down. First end cut back 1.25 at the wall
Sunset 2, 11 2: moved 10.0 down, turned
11: added: the game has a barrier here (4.0 m wide)
Abyss 9, 10 9: moved 1.0 left, 4.4 down. Second end runs on 0.88 to the wall
10: added: the game has a barrier here (2.3 m wide)

Units are the map frame's, about 0.25 to 0.37 m each depending on the map.

Calls worth a look:

  • Lotus colours. The old Lotus file had every bar's colour swapped: red at the attackers' barriers, green at the defenders'. Every other map is green for attackers. All seven are swapped back.
  • Sunset, two barriers on top of walls. Bar 2 was a square blob on a wall between two rooms; the game has a 4.5 m barrier running along that wall, 8 m up. Bar 11 is new and is the same kind of thing. They stop jumps over the wall, not a doorway, and they draw as a bar inside the wall.
  • Icebox 13 and Abyss 10 are added barriers above ground level: a 2.5 m one on the A site structure and a 2.3 m one in a gap by mid.
  • Not drawn: Abyss's 36 ledge barriers, which follow the map's own edge at both spawns and A site, and one Icebox barrier that is the same line on the map as the long A barrier, at another height.
  • Ascent, Breeze, Summit are untouched. Every bar is within 3.1 units of the game's line and facing the right way.

Art only: barriers are not items, nothing saved changes.

Seen in a running build. Windows release driver build, same exe for both runs, only these nine files swapped. tool/drive/scripts/spawn-barriers-all-maps.json (new) opens each map with barriers on and shoots it; both runs finished clean. The exe was built from main at ec3fdb5, before #560.

icebox defense
lotus attack
lotus defense
sunset attack
sunset defense
abyss attack
abyss defense
pearl attack
corrode attack
bind attack
fracture attack
split attack

Not checked. The replay viewer and the web build: same files, same 180° turn for defense. No in-game picture was compared, the game files are the only source. Which of a barrier's two extents the game's minimap draws (the blocking volume or the visible sheet) is not settled; they differ on a few barriers, and the ends rule above absorbs it.

For the Figma source. Corrected files and numbered pictures (numbers follow each file's order):

Old and new position, size and rotation of every bar, one table per map: tables.md. Rows that say "same place on screen" only shift by the frame change.

ci: skip

Checked every map's bars against the SpawnBarrier actors in the 13.09
game files. 17 bars on nine maps were more than a metre off, turned the
wrong way or missing; those are placed from the game, ends run on to or
cut back at the drawn wall. Bars within a metre stay as drawn. Lotus had
its colours swapped. Each changed file takes its map art's frame.

tool/drive/scripts/spawn-barriers-all-maps.json opens each map with
barriers on, attack side, and defense where a bar was added.
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SunkenInTime merged commit 52ddd14 into main Nov 13, 2026
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