Game Map Rework Rules

* See also Amended_Game_Level_Maps
* See also Maps
== The Rules I Am Using To Elaborate And Modify The BioShock Game Maps Are : ==
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* First - I Attempted to Minimize my changes, so to still largely match what is visible in the game, and I have indicated on the In-Game Map for that Game Visible space. A few Corrections were due.
* Simplify the basic primary building structure ( the external building shell ) which would be made simpler construction-wise for the conditions/environment the building would exist within. Long flat continuous (thick) walls when possible, instead of fancier concave shapes which are weaker, waste concrete, increase complexity, and lessen the internal volumes. All the original map interior spaces have to fit within these simplified shell borders. 
* The same outline/layout between floors will generally be extended downward into its maximum extent (no overhangs), and often upward as well to try to make the external structure vertically monolithic for simplicity.
* External walls are to have consistent thickness ( with them sometimes growing a bit thicker as you go down levels ). The Basement level is frequently extra thick because it must also anchor and support the entire structure above it into the seabed/foundation. Anchors in the seabed are indicated in levels below Foundations.
* Poured Concrete will adapt the regular shell structure into the irregular excavations made into the bedrock.
* I've attempted to have Internal Walls and Columns ( on different Floors ) to be superimposed/linked to transfer the support strength vertically through the structure.  ( Note - the floors are thick and can assist in some offsetting of that support function ).
* Internal walls have been thickened to help reinforce the overall structure. This was done where it doesn't change what is originally shown. This was freely done inside all the added out-of-view areas. ( There is a little leeway with the wall thicknesses because of the map resolution there I sometimes could widen existing walls a little. )
* Windows have to be adequately structurally supported ( They are potentially the weakest structural points in the building design ). Windows were to be added logically to new interior spaces to try to follow usage pattern of the original level's theme ( including any external representations seen ). Unfortunately, many of the external views don't match the SEEN interior spaces in-game.
* The added unseen space within the simplified monolithic external wall shapes is to be used in a logical manner.
* I've Increased the available Residences when possible (in appropriate places) - All those People of Rapture had to live somewhere.
* Add new interior sections that are suggested by the blocked doors and internal windows -- to fill out volume encompassed by the simplified outer shell. Add doors as necessary to access obvious interior spaces that have no access in the original map ( ie- Sirens Alley - Has a whole block of lit windows, but no doors into it ). Sometimes stairways from another level can be added to allow access. Some added doors are in less obvious places, and others at points where the wall is obscured or damaged ( where one could have been ).
* You see Large boarded-up Portals which should go someplace - Main passages which go to something significant. IE- Link to another main level area, or to external transportation ( ie- an unseen Train Station ).
* Add/increase Basement/Foundation spaces for all the boring stuff ( utilities, drainage, etc ... ) which would be needed in a real building. Bulk concrete ( with alot of filler rock ) is used to fill-in/solidify much of that space, with access Tunnels for inspection and the network of drains. Water sealing doors are added in basements to compartmentalize buildings - This uses simpler manual doors, versus the fancy 'automatics' used up where people live.
* Add features which would be logical to facilitate Transportation ( sub docks/train stations/airlocks ). Utility airlocks are usually at basement level ( to be near/access the seabed surface ), of which there usually are several per level, spaced well apart. Mechanisms to operate automatic airlocks ( particularly ones with doors that slide into floor/ceiling ) are located on the level below/above.
* The remaining new space can be used for a multitude of assorted utilities and storage. Airlocks and Train systems need nearby space for extensive machinery to pump water/air/reservoirs and to operate the doors. I generally have left the more intricate utilities ( pumps/air/heat/power/water/Pneumo ) system details off ( Save that fun for the MMORPG Creators ).
* What cannot really be shown is : In between the floors are fairly thick solid compression plates of reinforced concrete which assist/reinforce the external walls - Done to hold out/support the massive deep ocean water pressure upon all the buildings surfaces. Some original game level floors are ridiculously thin ( It is not really visible to the Player ), and MY making them alot thicker (like 4 feet) also shouldn't be too obvious a difference.
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I start to get claustrophobic just looking at the interiors the game portrays ( It would be like spending your life trapped inside The Pirates of the Caribbean Ride at Disneyland ) , and having more interior space is to be preferred. Hopefully, the MMORPG will be able to have larger interior spaces ( because anyone planning this place would/could/should visualize how cramped much of what WE'VE seen is 'ahead of time', AND it need NOT be as much a caricature limited by an old Game Engine's rendering budget. )
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