Amended Game Level Maps

* See also Maps
* See also Transportation_Systems
* See also Construction
* See also TechnicalDrawings
* See also My Rapture Map
I've reworked the maps from the Solo BioShock games (BS1/BS2), and even incorporated maps from the Multiplayer and other DLC into them ( because they were often larger detailed areas than the original level representations ) .
The revised maps include areas behind all those blocked doors, utility areas never seen, additional elements like transportation systems which any real City simply could not work without. In some cases, the original maps had flaws that were physically impossible, and were corrected. Some original maps were even incomplete, and so were corrected to show missing parts of the real game levels.
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== Game_Map_Rework_Rules == << How things were modified ...
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How to look at my Revised Maps for best effect : 
Use a image program like IrfanView (Freeware) which allows you to quickly flip ( single button click ) sequentially ( back and forth ) between picture files in a directory. The floor/level maps are superimposed, aligned, and have the same pixel size allowing you to get a 'sort-of' 3D Visualization -- to see : How the levels connect with stairways and elevator, How open spaces continue thru levels, How the building structures work, Etc ...
You can use that program to copy/save the .bmp/.png pictures downloaded/captured from the file repository ( all on this Wiki now ) into a directory so as to be easily Flipped-thru.
Another way to see the maps is to use a common picture viewer like MSPAINT ( Do they still have that in Win7/Win8/Win10/Win11 ? ) and open the Picture Files invoking the tool separately -- each opened program instance for a file has the same dimensions and usually overlaps exactly on the screen, and has a separate taskbar item/Window. You then can click the taskbars to switch between them to look-at/flip-between them sequentially. That tool does not view the entire picture ( unless you have very large resolution screen ), so you would get one corner, but by adjusting each of the viewer instance Scroll Sliders, it is possible to get all the multiple levels to align and overlap correctly when you switch between them.
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== *** MAPS *** ==
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== BS1 Game Levels : ==
Lighthouse and Lighthouse_Island
Welcome Center 
Artist used my diagrams to create an exploded/cutaway '3D' view of the extended Welcome Center
: http://hebbybobdige.deviantart.com/art/Rapture-Cutaway-Diagram-470549376
MP Medical Pavilion
NB Neptune's Bountry
SH Smuggler's Hideout
Arcadia Arcadia and MP map
Farmers_Market Farmer's Market and MP map
Fort_Frolic Fort_Frolic and MP map
Hephaestus Hephaestus and MP map
Central_Control Rapture Central Control
Olympus_Heights
Apollo_Square
Point_Prometheus
Proving_Grounds
Fontaines_Lair
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== BS2 Game Levels : == 
Adonis_Luxury_Resort 
Atlantic Express
Ryan Amusements
Paupers Drop
Dionysus Park
SIRENS_ALLEY Siren's Alley
Fontaine Futuristics
Outer Persephone
Inner Persephone
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== Minervas Den Game Levels : ==
* Minervas_Den
* Minervas_Den_Operations
* Minervas_Den_The_Thinker
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== MultiPlayer Game Levels : ==
Note- Many of these are Incorporated into my Amended Maps ( which were expanded to include them ). This was also done for a few of the Protector Trials scenario-maps.
Player_Apartment
 Kashmir Restaurant MP
Medical Pavilion MP
Fontaine Fisheries
McDonagh#TheTavern Map of his Tavern 
Neptunes Bounty Sinclair Metals
Smugglers_Den_MP ( Now as an alternate Smuggling Operation )
Arcadia MP Maps
Farmers_Market#FarmersMP
 Fort Frolic MP
 Hephaestus MP
 Fontaines Center For The Poor MP
Olympus_Heights#MercurySuitesMP
 Point Prometheus MP
 Sinclair Metals MP
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== BaSx Game Levels ==
MORE COMING SOON 
High_and_Market_Street (WIP)
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OVERALL CITY MAP (estimated)
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Larger Area Around Rapture
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Map used as a reference 
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Why Are MY Rapture's Level Map Drawn Building Walls So Thick ?
I have selected an approximate Depth of 600 feet ( my proposed base depth for much of Rapture ) -- at 14 lb/sq in pressure PER each +30 feet of water depth ... ( Do the math ).
The Wall Thickness allows for compression strength to be utilized for the bulk materials ( despite BaS game mention of Steel and Aluminum ) which are made up mostly of reinforced concrete. The Ocean's water pushes in on the large expanses of outer surface with great pressure, and that force has to be supported to allow maintaining the air space within the building shell ( which is kept at a sea level air pressure ). Interior struts and unseen ( in floorplans ) thick floor plates across the whole widths of buildings allows that tremendous external force to push against the opposing outer wall ( compressing the supports between them ).
You cannot allow any shell cracks because water will shoot through ( so fast at high pressure ) and quickly fill any air space ( The air will compress to 1/20th of it's volume - even if the leak is in the floor and a bubble is formed at the top of the space ).
Rapture is supposed to ( was designed to ) last for many decades, so it would be overbuilt to handle structural deterioration which eventually would overcome the pressure-proof design. Ongoing repairs by the Maintenance Cyborgs ( Big Daddy predecessors ) helps to hold off structural failure.
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