Highst marketst

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HighStreet.txt
IDEA for 'basement' lev - another whole floor of stores - BUT all closed because noone wants to pay the rents ? 
( so I closed storefronts to fill in that space )
FIX - for Market/High street - missing transit/connectors 
AE - not needed ( but should have connected in 'the early days' )
/Bathysphere Added in the Hotel - ties into WHICH hub ? It is near Kashmir - so ? Welcome center
/Trolley done
/Viaducts
Calculate how far down Cohens round room is 
Calcultate how high up High Street is from Market Street
High Street had what's called 'Bridge Windows' which were a very expensive construction meant to give very wide unobstructed window panes ( expensively paid for by the very high rents of the shops ) of the hillside on any part of high street level ???
The balconies near Rapture Records and the big fountain indicate a level below th High Street bottom level 
(accessible in the game)
Add one or more 'local bathysphere stations
?? This is perhaps where Cluster Node 15 is on my Metroways Map
add a (rich peoples) submarine dock with parking like at Fort Frolic
Cohens was probably abandoned when the 'troubles' started in Rapture, and Sander Cohen retreated to his stronghold in Fort Frolic. Cohens on High Street may have been an expansion venture for Sander Cohen - an opportunity when another business in that location folded as Rapture's businesses reacted to the 1952 'Crash' ( the economic distress when the City Construction ended ).
Note - the irregular shapes/angles of the 'mall' and the shops wastes alot of space, and are not conducive to efficient commercial space utilization with the primary structure layout. Remember that there is the level above and below which have to match the layout. Someone has to pay for that waste, and it hardly can be the so few shops seen in the game ( Rents paying for the common space ). I would add spaces for additional businesses "Fancy Shop" #1 #2 #3 #4 with this ritzy mall growing rather large/extensive
added an elevator that links all the high and market street levels and gives access to the transit station
added 907 elevator from Market street level
Cohens gets detailing stairwells storage etc ...
put all this in High_and_Market_Street]]
the stepped back level from window - yes you can look down, but you could do that if you could stand righ next to a window. Unfortunately, it adds a level below floor - height which makes the absurdly large windows even MORE absurdly large. 
Sorry, there are no Quantumz to make magic windows in Rapture.
*** need to split windows up to be less absurd
"High Street" really isn't much of a 'Street', is it.
Notice how much orange marked space there is dur to mismatches between the floors and the willy-nilly sporadic 
placement and shape of the 'stores'/'shops'.
Added The level you stand on near the huge windows (either set) is a balcony with a level below ( located within the window like it was on Market Street ). This is now presented as an added Floor with additional stuff ( including Cohen's interior ).
THE BIG BOTCH :
This level is position relative to Market Street by the position of the Elevator. The High street section ( you go up the Elevator to reach ) sticks way out into the water with nothing below shown on the corresponding spot on Market Street - both to the right and left of where the elevator is (which is the landmark matching up the levels ).
It is VERY poorly matched levels between them, and a real uncoordinated botch by the Level Devs ( even WORSE if it 
was the same person making both ... ). I've had to significantly 'adjust' things so that the section of High Street which sticks too fricken far out can be properly supported ( sorry, no magic-tech 'floating' buildings in Sci-Fi Rapture ).
I've Adjusted the main elevator to match level layouts better ????
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Headline seen : "Spliced Maniac in Little Sister Bloodbath"
Gathering by Little Sisters already ? No mention of 'Protector' (at least).
Perhaps was some blatant attack on the little munchkins as they were exercising outside of Little Wonders 
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The constant canned actions in the Elizabeth-Booker dialog - lets you notice what a crude puppet show it is. 
The industry need massive improvements with that aspect.
And those stilted lines ...
Stores on High Street have an awfully weird empty layout ( not that they could have sold all that much on their 'Heyday' ).
Those weird 'fancy' interiors go every which way, and dont line up with the other floor spaces.
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==Sitemap==
==HIGH STREET==
Fixes :
The High Street is directly above Market Street (you go straight up in an elavator), but Market street has Ceiling Windows (which should have you looking into the solid bottom of the building flooring above ...) 
Another case of closely related level designs NOT being integrated/coordinated into a cohesive whole, in a sensible/logical/realistic/planned manner. As I've done elsewhere, They can be 'aquariums' with various 'pretty' artificial things showing in them ( most likely DIFFERENT than the common Ocean window views ).
Jet Postal at the stair U-turn (to the left of the Elevator) - not a good location where you have to go up or down stairs to reach it. And a more central location might have been better. Because that section stuck out so stupidly far, I've shortened it significantly (retaining a sufficient length of stairs to change floors). The Jet Postal Station (Pneumo) is now JUST a Kiosk with the weird 'lines' stuff now BELOW the customers feet - visible through Glass Brick 'tiles' (and so utilizing the space under the stairs as well). 
It is like each shop has it own humungus quandrant of the level. No fricken way those shops could afford all that wasted space (Poor people couldn't afford rent without a job? Well neither can businesses with insufficient income). A real complex such as this would be wall-to-wall shops - actually worth going to to window shop (as if there would be all that much new in Rapture ??). It is too much bloated hugeness for a commercial city with merely the population of a town. It is way too grandios for what is shoen in it 
(Seriously, a real 'mall' would have Major department stores with shops like those as mere appendages, with the High Street businesses having far smaller sizes.)
Consider 'Fontaines' as competition - how many such businesses could Rapture support.
Old Adage : Those who CANT : TEACH --- and apparently those who CANT do that (who haven't a clue about the Real World ) - they Design computer games ...
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Too many people just standing around - waiting to give their little spiel as you walk by, then are dumb mannequins after that ( standard Infinite BS stuff - They don't even do as much as the Battleship Bay mannequins did. )
Amazing those big shops having just one person in them (Hint - real world employees watch everyone in the place, and helping someone and 'going in the back' is a recipe for being stolen blind). Booker didn't run into anyone in a back room that might have shoved a gun in his face when they found him snooping about someplace no customer should be, and who was obviously looking for something to steal.
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Empty. You could probably fit about 50 smaller (but still adaquately) sized stores (and other likely things) in this sized place. Oops, alot of work to make such reality, but then maybe they coulda had more Player activities/plot involvement, instead of it being just a SHALLOW non-interactive forced walkthru tableau. Golden Age Rapture - a Player experience ...
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Its too bad the whole High Street place couldn't serve as a giant PvP Multi-Player 'shooting gallery'. BUT It could, in the MMORPG in a Splicer 'dreamscape', and have Vita-Chambers to ressurect the players when they endlessly get killed as they normally do in those games. 
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Sitemap
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Extended map of Market And High Street Levels BaSx 
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Revised Level Maps : (Click To Enlarge)
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Maps representing the initial levels of the Burial At Sea DLC game 
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Added Freight Stations using the Metro Trolley for transport. One of the problems with 'submarines' is that they are small, hard to get In and Out of, and require building and maintaining very expensive facilities - A rather expensive way to move any significant amount of goods at a reasonable cost.
With Market Street built directly below the connecting High Street area, the building complex would likely have been built all at once (with Foundations and Utilities, and all else, built in a cohesive/coordinated way).
GREAT IDEA (ie- imagination) -- The (my) 'Andalusian Arms' has a Bathysphere Transfer Station in the middle that circular ramp stairwell thing (Justifying the round building shape visible from the elevator you take going up to High Street).
Note - To be useful, 'Pneumo' kiosks have to be frequently/conveniently located - and hardly can be related to that strange monstrocity called 'Pneumo Line' in The Infinitized BaSx (Just an excuse for inappropriate reuse(regurgitation) of the Skyline game element from Infinite BS )
Leftmost side -> Perrin Street as a Termination of one of my Street Structures which criss-crossed Rapture (having a central Trolley line down its middle of the 'Street', here heading South). This type of 'Street' has 4 levels Utility, Transit, Balcony, Top with the last 3 having shops and many apartment homes (often combined shop below with living space above).
What else is there to fill all that bizarre/huge/wasted space on High Street ( even with needlessly gianourmous shops, so much space still apparently wasn't originally used for anything ).
>>>> WHAT HEIGHT IS HIGH STREET ABOVE MARKET STREE - watch the elvator
Added 907 elevator from Market street level upto an observation lounge/dining/club on High Street Level. Being outside the High Street primary building, this would suggest the elevator was retrofitted later.
>>> A Bathysphere station should be up on High Street
SEE https://bioshock.fandom.com/wiki/Category:Burial_at_Sea_-_Episode_1_Locations
 for some hints
VVV where ???
Add to the standard adjustment subpage about Partitionings of areas (Emergency Bulkheads and such ...)
??? which scene is this ?? VVV
Another Sinclair Spirits is located on Market Street and can be visited by Booker DeWitt and Elizabeth during their walk through the promenade. This one comes complete with its own Cocktail Lounge and booth seating inviting customers to stay and enjoy their liquor. With only a few people sitting by the booths, the bar is relatively empty despite the New Years' Eve celebrations currently taking place. Posters of missing girls are plastered on the walls. 
Upon entering the establishment, the bartender will speak to the player. The man questions why Andrew Ryan would settle for building only one city given the man's fame, fortune, and ambition. An amorous couple lingers by the establishment's doorway while another pair relaxes together in one of the booths inside.
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There is a water window view above the weird Pneumo station thing which can't be real if you compare it to what's immediately next door if you move a bit further along Market Street ( more developer sloppiness, without the excuse it was a different developer between 'levels' ).
Pump Station ( which ALL building clusters should have ) now located below Bookers Office ( There had to be some reason why he could locate there, when most P.I. offices are USUALLY in Low-Rent areas - noisy pumps - lower rent).
add access below transport level to sewer/foundation level
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POSH ( what the High and Market street trying to be ...)
"Port Out Starboard Home" Brits going to Raj India on Liners - better cabins are on the side the sun doesn't hit, while going through the Mediterraean -- coined before air conditioning was invented. ( Left side East and Right side West ... )
Strange Antics of Big Daddies out the window ( that rocket drill claptrap ) might be an 'Entertainment' - as it doesn't make much real sense any otherway. ( An Ill-fated adversisement for the Rocket Speargun thing maybe ??? )
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https://bioshock.fandom.com/wiki/The_Satyr_Lounge
look at details of interior 
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?? enlarge that caricature adjacent building ??? or comment on it
add more Ladies and Gents ??
put this in High_and_Market_Street
"Andalusian" - would be Spanish Styled ?
STRANGE : Those wonderful sweeping cityscape scenes seen through windows. You look down from so high up. You are as high or higher than many of those many tall thin towers. You are at the moment in a very wide, extended Sprawling cluster of attached and rather SHORT buildings (with even more glombed-togrther at "High Street" 'mall' further above). So very strange. Seeing them RISE up towering above from your level WOULD have been just as good looking -- IF NOT BETTER. 
NOTICE - NONE OF THAT CITYSCAPE REMOTELY RESEMBLES the glombed together mass of building you wander through. Near the seabed you might likely find some like that, but you are Waaaay Waay up there (to look down so far). BUT YOU ALSO see a bunch of rocks for a Big Daddy to cavort on right outside a window - only 150 feet away another Daddy is on a rooftop of a halfway tall building. What are those rocks doing WAY up here ? So very strange. ( Such Pretty but illogical external terrain was likewise seen in BS1/BS2 - level designers didnt much care ).
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I have merged the Market and High Street Level Maps to overlay properly ( They are joined together by that elevator the Player takes - that serving as the reference point )
5 floors 4 above Market you get out of the elevator at
7 roof
6 balcony
5 high_
4 basement
3 ceiling
2 high
1 low
0 transport hub
Need to see more details in market street on OTHER walkthroughs
I've made the whole place MUCH closer to the outside seabed than depicted ( as explained : it made no sense to be so high ).
Some of the views ( usually of the gianourmous cityscape ) would be obscured by some rock I added - rock needed to support the High Street level above ( which originally stuck 'way out' horribly from the Market Street level layout ).
Ceiling Window BOTCH : Right side of Market Street map is directly BELOW the High Street buildings. Left side ( infront of Litte Wonders ) is OK, as High Street level doesn't overlap that far.
*** ANY MORE CLOSE ENOUGH ADJACENT BUILDING ????????? one kinda in front booker office view
Public Restrooms - I don't think they developed a Tonic to eliminate that need ... So I've added a number in various places including INSIDE of several of the businesses.
When you enter "Cohens", and it fades out then could have a turn for convenience
map underneath has 
Note that Cohen is using Projections for his art ( very Andy Warhol - But Spraying Plaster with firehoses at his partyguests - NOW that would be 'Art'. )
The Lounge at Andalusian Arms really has a shitty view - largely obscured by that adjacent building 
There were more that 2 levels indicated in the Andalusian Arms - additional floors with more rooms/apartment not shown in this map set 
How would you like to have that job of being one of Cohen's statue dancers ???
Bookers Ofice (with its window) mismatches the level below (monolithic building rule) and the stairwell outside has little opportunity for why he has a window ( even if such a 'cheap' place would have them into the ocean ) or the 'street continuing
Low Rent for Booker because of a noisy Utility space adjacent to his 'Office'
Added a WC to Bookers Office
Added an elevator in the Andalusian Arms (hotel/apartments)
I would have had these 'Streets' be much straighter, allowing a longer view - so you could spot people you know, and same for the signs ( now including 'blades' which stick out to be seen ALONG the 'Street' )
The lower 'Trolley' course on Market Street would have its own rows of shops
burial at sea infinite walkthrough
https://www.gamepressure.com/search.asp
FIX --- high street need to push elevator move rapture records down and that stairwell down
such a fucking waste of space - in Columbia at least open sky is free
Elizabeth : "You've seen this girl havent you ?"
Sander : "Yes, Yes, that one is over there embedded in a dead yak ..."
and bits sprawling every which way with the 'use areas' of interior space much wasted (out of view) of a real fustercluck of a layout ( even MORE expensively wasteful/useless ).
The area is far too sparse/empty in the overblown space for the commercial/business environment present. And for the businesse shown, they wouuld be very much smallery for the amount of business the could possibly do.
A jewelry shop with HUGE display areas, but only handfuls of items which a suitcase display would have been enough. ( Real businesses don't operate long when their expenses outstrip their sales incomeBasic Biusiness 101 which apparently was no consideration of the game developers. ).
Replication of several stores - How many of these really could there be in such a small city ??? (particularly luxury goods)
obs]
Ryan the Lion Academy should have been on Market street, and the Little Wonders facility in Fontaine's mall (would Ryan have something of his in Fontaines place ? And Little Wonders (ex-orphanage) would be something Fontaine would want tight control over. That little scene of Little Sisters (that Elizabeth reacts to "How Grotesque" ) just wouldn't work out with psychopathic Splicers all around and NORMAL children NOT acting like little drugged zombies in a NORMAL environment would be 10X the effort to program correctly.
obs]]
souvenir store - what does anyone need souvenirs for - nobody comes or goes from Rapture
they better be REAL ritzy souvenirs to afford the rent in this area (also thats alot of space for what few souvenirs there must only be)
seem to have gone crazy with the interior spaces and gianourmous windows (reality about how things have to be paid for ...)
viaduct crossing towards this building set lower lev
Elizabeth doesn't know about little sisters (she's been there for HOW long ?) - allows here to act all shocked.
Love the open flame heater in bookers office - sucking all the oxygen out of the room and no air vent in sight. They gots this new ting called "Electricy", boyo ...
Gianourmous hugified windows that even make the mostrous ones in Neptune's Bounty look small.
attempt to do interior at Cohens club
that club and theater - Sander Cohen must've had some serious cash to afford all this shit 
Sign Fontaines 'closed by order of the Council -no longer paying for the sign space - prime spot liek that would be replaced with another advertiser fast - 
Rapture Tribune add to newspaper list - 
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Booker : Funny .. You not knowing about Littel Sisters ... How long Have You been in Rapture ?
The writer of this little thing didnt play BS1 to know that Rapture was cut off 1952 (6+years earlier) and the Little sisters happened well after that when the ADAM thing became much bigger.
SO more sloppy writing without it being reviewed for mistakes by someone who knows the Canon.
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wtf is the place to right of bookers office ?
what adjacent buildings visible ?? indicate outlines 
the 'Comfy Chair Lounge' at the Trolley station - part of the Satyr Club 
See more burial at sea Infinite Walkthrough
Andelusian Arms 4 floors
some high building behind that +9 stories above that
Bookers Office Being Right Over the Trolley tracks (cliche bad location).. But then several other premises on this Ritzy promenade also are.
Added - a third level - a lower floor which was a good spot for a thru Trolley Metro Track (mod'd that inset in the left third side as a glass ceiling)
Also why no Bathysphere Station ? This is the RICH people part of Rapture, aint it ???
Compass orientation ?? Make it in relation to that Overblown Kashmir Restaurant (so as to not to overlap on my level maps) Probably located to the South of Kashmir (and Welcome Center and Medical Pavilion) so probvably in the unnamed Node marked "4" on my Rapture Map (with Trolley lines passing through it).
*** incorporate this onto my RAPTURE transit map ??? (I have clusters around welcome center)
PERHAPS where I have the Rapture Tower Hotel (at top of Welcome Center map (SOUTH EDGE) facing MY expanded MP Kashmir ???)
push that a bit further out to avoid the high street overlap with medical center
adjacent to welcome center would have it be centrally located (important for businesses)
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We can see the Usual DLC lack of attention to detail : On the semi-tall adjacent building, which you see as you go up the elevator :
* It has a Fontaine's Orphanage sign with the "Closed by Council" plastered across it -- OUT IN THE OCEAN (like its just been hastily pasted up there). It is just the same interior sign recycled. Maybe you are supposed to only momentarily see the cute Big Daddy out there welding (for some reason) and the vicinity needed some 'easy' 'quick-n-dirty' dressing up.
* It might have been simpler (logical ?) to turn off the Sign's light (since Fontaine ain't paying the bills anymore anyway ...) ? But it seems done to foist that same-old 'Seized' exaggeration from BS1/BS2 to remind us that Ryan 'be da ebil one'. It coulda been replaced with a Ryan Industries billboard, or just left blank ??? (Maybe some bodies hanging from a scaffold might have been a good idea ??) 
* That building is the usual thin caricature building, with out of scale windows (look at the windows and compare them to the size of the Big Daddy working up on its roof). Or notice how fast we pass them compared to other building which wer part of the Market Stree building cluster). It is too close, and the building too narrow (As seen so many in Rapture's external views).
* The game's interior spaces, you move through, are OVERSIZED humongus. But the external-view adjacent building details are toy sized. That building roof had to be close enough to give us a good view of the working BD -- so they warped dimensions to make it so. 
But, But, But, Minor details ? IT Only takes the same effort to do them right -- IF YOU CARE. A 'last minute' addition ?? Consider : "It IS Better to Design FIRST (once) THEN Execute ONCE" (Infinite BS's Profit Epitaph).
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BIGEEEEE ***************
More of the usual inattention between the game's levels : The building layout details don't match when the level maps are supposedly in the Same building. You come up that elevator (which sets the reference positions), AND if you compare the layouts seen in the game (interior maps), bits of this upper floor stick WAY out from where the lower floors are show to be --- a SIGNIFICANT mismatch, with nothing explaining it or viewable/matching from the lower windows (in case you try to excuse it by claiming it might be cantilevered outwards up there - a VERY BAD engineering practice).
Seriously, how hard would it have been to cross check/coordinate the dimensions and positioning ? Particularly when it is done by the same set of artists. DLC suckiness/slipshoddery doesn't really excuse so simple a botchup.
*** SO I'VE HAD TO STRETCH THE ELEVATOR OUT QUITE A BIT FURTHER NORTHWARDS TO GET THE LEVELS TO BETTER MATCH
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Market Street :
High Street isnt much of a 'street'
>>>> DO a redo overlay showing 4X as many shops/restrooms etc
!!!! SHRINK THE SCALE BY 1/4the (to 75%) to make it not so overblown
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**** there are still shot with angles dif than the walkthroughs
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==Sitemap==
==MARKET STREET==
Location : assumed somewhere near Kashmir Restaurant (and thus Welcome Center)
As per previous adjusted/extended maps, the unseen areas are extrapolated -- building volumes indicated by interior spaces seen (including above and below levels), and having the likely structure extending from them.
Its pretty fricken sparse for someplace called 'Market Street'. Weird angles amd twists and turns - no long Hall of Mirrors at Versailles look, which would have been actually impressive. (Its the Jar-Jar Binks of the Mall Universe ...)
Its fairly wasteful to impress people with that huge central corridor. Somebody HAS to pay for that impressive space (space which note ISN'T IN the stores themselves). If you cannot make a businesses pay sufficiently to meet the overhead cost of all this extraneous decorations, you aren't likely to get the money to initially build it (business men know how to add up/project numbers). Ryan (and all the people who financed building Rapture) would only provide basic structure.
As far as 'Streets' go, these are rather meandering irregular passages - with needless stairs seemingly designed to ruin the customer's ability to stroll. There's total abandonment of the Viaducts feature, which was seen so much in the older game's cityscape (and WAS shown commonly used in the Ritzy areas we were in). 
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It is wholey strange to have such a grand location for Booker's Investigation office, when the P.I. profession is not particularly lucrative (and Rapture is effectively a 'town' 20K-40K population-wise). Such a business attracts sleazy characters. Prime real estate goes to those who can pay the high rents (and it doesnt STAY 'prime' when those rents arent paid). So its all blatantly/ignorantly done, purely for the 'scene' effect of that (Booker's) office door 'Opening Sequence'. Booker certainly ain't paying for that extravagently huge window, and neither would Ryan. So The Customers of that district do (have to) -- via a correspondingly exorbitant rent.
That HUGE bust (and banner) of Ryan looking straight into Booker's door is quite peculiar as well (at least have it looking DOWN the length of 'the Street' to be properly viewable by pedestrians. (Oh that's right, most Players in the game probably wouldn't even notice it IF it was up above on that leftside wall, unless they somehow have their face pushed into it there (as they pretty well did here). Whatever happened to letting the Player explore for themselves ? It might have added a few needed minutes to the DLC's too-short playtime.
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This place reflects the Big-ification Gianormity that ran rampant in Infinite BS Fantasyland (the same crew made this one ??) . Even for a 'High End' area of Rapture, there is FAR too much wasted space here -- far too much extensive/EXPENSIVE volume. Such *REAL* Grand avenues are packed with stores, the sparsity is so unrealistic for something which was supposed to be OUR 30s/40s/50s world transplanted down into Rapture.
Those wall sized windows are likewise ridiculously/laughably huge (horrifically expensive if even made possible) - WORSE than even those absurd ones in Neptunes Bounty. 600 foot Deep Sea Water pressure wouldn't allow them (unless you want to be looking through 8 feet of glass) and even the mythical Ryanium would need to be quite (optically distorting) thick to work there (Nothing except some Star Treky forcefield reinforced thing could work, and last time I looked it wasn't the 23rd century in Rapture, or it being something where Magic Spells exist). Maybe the Devs think its like at a public aquarium ?? Where you are rarely more than 30 feet under water (and the glass can be relatively thin - but STILL is several inches thick).
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Oh, and we are way up on some building (we look down on the tops of other nearby buildings), and there are ROCKS outside again ??? (and they DONT look like they are decorative facades.) If we are on a high cliff, then THATS problematic because of the way rock settles (even underwater), and any unstable cliff face is definitely the VERY WRONG place to build. ((Jacques Cousteau Farts in their General Direction.)) But 'artists' - not a clue ...
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Those bloated/outsized shops on High Street should be a fraction of their size. Even in "high end" areas of NYC, shops of this type are tiny little things, packed with display cases and merchandise (those shops are meant to comfortably show their products, not make the customer wonder what empty aircraft hanger they just wandered into). And Rapture couldn't possibly support the customer base of those REAL NYC shops (who had a city 400X larger) - to be able to pay the rent on all this wasted space (inside and out). They are creepily empty/cavernous compared to what real stores look like. They don't even have the excuse of needing to be oversized for the game's clumsy combat maneuvering. Sorry, big is NOT better. 
Even Booker Investigation's interior is like an aircraft hanger (Seriously Sam Spades office is there In The Movies for anyone to have seen what such a thing should look like, but Noooooooo ...)
HUUUUGE Interiors, Columbia style. It really was quite contrary to the old Rapture's look and feel. 
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Big pretty window views with big ugly pipes right outside them ... They Gots to give that Big Daddy a reason to be there (before the game's shooting starts) to use that new stupidity the Drill Torpedo/Grappling-hook Shooter. Ryan Amusements was supposed to be a series of crude presentations, but this 'tour/ride/show' (which IS what it is so far) shouldn't be that blatant and obvious. (( LETZ SHOW OFF THIZ NEAT IDEA WE DONE !!! DERP !!!!!))
Having huge expensive windos being blocked significantly by rock/cliff doesn't make alot of sense either.
BTW - those Pipes going directly into rocks is NOT a way to have them (explained in detail elsewhere).
Pipes paralleling a building could just as easily be routed INSIDE the building, where they aren't subject to ocean emvironment problems, and are interior accessible so as to have maintenance/inspections done much MUCH easier.
The Big Daddy prancing around on rather narrow tops of those pipes also is rather WRONG - it is drawn as if its on a big flat surface, which it actually is NOT. So the Big Daddy runs about and even does that rapid turn-hurl-shoot idiocy. That is ignorance-stoked problematic : 
* First - for the water resistance against its movement (pure ignorance, realism skipped)
* Second - because of that tenuous footing (BDs aren't known for any cat-like grace)
* Third - there's no need to do any 'hurl' motion when the drill 'projectile' is obviously self-propelled (but THAT the animator apparently thought was 'neat') 
 
* Fourth - careful "AIMING" might be a slightly bigger factor for its use in hitting (and twist-grappling) into a distant jumbled rock surface. 
Interesting are also the Sparks from the 'drilling', a nice pretty effect, but when drilling in air the sparks are from abraded rock bits heated by friction and burning, but that doesn't happen underwater (first - no air to burn, and second - the water absorbs the heat so it never gets hot enough).
SO, SIMPLY More pretty shit they showed off, which has little to do with any understanding of reality (( THAT Seems the Norm for this set of game developers )). They seem to have remembered some BD welding scenes, and thought it was all about the same.
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The Scene where the Big Daddy jumps onto a pipe on that big cliff face of rock, then you go past the next door/portal and that wall of rock is suddenly gone. So it was some thin veneer/facade, extruded up there (and way up the side of the building ???), done just for that previous staged scene. When they aren't needed for the next little bit of 'the tour', all that rock is suddenly gone/forgotten. Those big Pipes went to "who cares" . (AND that weird heap of rock really isn't "decorative", which might have been the case with some that we saw outside windows in BS1/BS2). Its Simply Sloppy Level Design.
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The Little Sister School/Orphanage "Little Wonders" in a high rent district ... WHY ?? Fontaine wouldn't have located it there (it was Shhhh .. Secret ....). Retrofitting that spot in 'Market Street' just a few months since Fontaine's secret child-abuse atrocity was exposed - isnt that a bit too quick. 
ALSO, wouldn't they CREEP OUT the customers thereabouts?? And imagine the confusion if a PROTECTOR Big Daddy (the writers are forcing in too early in Raptures timeline) walked in on that lil outside parade of those white-faced munchkins ? A CONFUSED/FRANTIC BIG DADDY IS NOT A GOOD THING !!!! 
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Note - For budding biologists out there : Baleen Whales (the type which looks similar to a Blue Whale) don't operate at deep water depths (all their food is close to the ocean surface - Krill). Even deep diving whales, like Sperm Whales, avoid noise and clutter and pollution like Rapture has (as probably would their prey (giant squid) - which also likely otherwise have been eaten up by hungry Rapturites). Lolligagging and 'just cruising by' makes me wonder if the Devs know they aren't Fish and DO need to breath air on the surface. It might look neat on a Denny's Napkin, but its REALLY dim and phony. (merely another 'pretty' lame animatronics display-like the walking tour's BD stunt).
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Its ALL a set of game developers' raft of pure ignorance/carelessness. Its them demonstrating littleknowledge about what real things look like, act like, or how they work in the Real World. Just because it is DLC, doesn't mean Rapture had to be turned into overblown distorted crap like this.
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Those Bizaare huge posters - oversized so much larger than in the older games (well, Bigified space looks empty without a few bigified details to try to cover up all that emptyness. BTW, making them (in Rapture's Era) is expensive (You didn't have giant computer controlled laser printers like they do now - and IT IS *STILL* expensive today). That Sander Cohen one right outside Booker's door, in that dead-end corner, is pretty funny (As is the lameness in its placement ... How many people ever go on that stupid stairway to nowhere ???).
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There's that Pneumo Line station there simply to justify the 'Skyline' thing regurgitated from infinite BS. It makes no sense technically (its mechanism actually doesn't work in any logical way). Retrofitted into Rapture's structures and buildings would be bothersome enough for the original Pneumo with its 14 inch Tubes, but that crazy overhead mechanical conveyor of with its 3+ foot sized conduit (needing 6 ft if you want flow in both directions) is FAR harder/unlikely ((AND it would bemuch much more Expensive - something they don't seem to understand -- Why not gold plate it all and encrust with diamonds and ermine fur trim while they are at it ???? )) ).
Halfway logic : Perhaps it was ONLY at Fontaines Deptartment Store, and used previously on Market/High as a gimmick (certainly NOT throughout Rapture - thus limiting its utility completely). Except, what those destination signs imply ... they are supposed to go alot further (ie- Fort Frolic...) ????
Interesting thing : There aren't any Shops around where that 'pneumo line' station is, to actually be a source for shopping/things/packages being shipped. The game makers just shoved it in there as filler to show off their ' clever ' idea, I assume. (Clever would have been an automated Pneumo Station of the old type, and animations/sound-effects/explanations of how it all worked.)
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Rapture Canon Was Rotted Out :
So Elizabeth just appears in Rapture (hmm, some other 'Elizabeth' since the other one from Infinuite BS doesn't exist anymore ... AND what exactly is the story there that one is gone, but the other infinite ones who didn't get 'god' powers are still out there -- including the butt-ugly ones, psychotic ones, and the mass murderers, etc.. ?? We saw a bunch of them just before the drowing secne in Infinite BS, so this is yet another ?? 
(( OOPSIE. So the badness wasn't ended - there's INFINITE more of it , and Hitler-Comstock/Stalin-Elizabeth is still out there, AND NOTHING WAS ACTUALLY ACHIEVED ..., except one Booker was murdered by an Elizabeth -- "The Way to Hell is Paved with Good Intentions" and "Vengence Is Mine Sayeth The Lord" -- didn't you ever read that in all those books you read Elizabeth ?????????? )).
SO she shows up from 1912 and instantly knows all the 40s euphemisms and society which she has never seen before (Been there ... What? For a few weeks??). And weedles her way in with Sander Cohen (as a singer no less - perhaps *HE* simply detects some major creepyness in her which he can have some fun with ??)), and she has in that time ALSO become a chain smoker. Inconsistency Much ?? Hack Writing, Much ??
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At Least Make It Fun : 
So another one (Elizabeth) shows up from the Clown Universe and leaves the clown suit in that place (in the game somewhere) except she forgets to take off the nose (or it DOESNT COME OFF), and she wears it through the whole game, getting stares she doesn't understand the whole time. ((Schitzo-Booker doesn't tell her, just for his own amusement ...))
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Sally who supposedly is the one to 'save' but is already a Slug Host .... Shouldn't Elizabeth be looking for Tenenbaum to beat-on until she fixes Sally ??? (with a set of Fetch-It missions for all the fixins...) Fontaine enslaved Sally, so shouldn't Elizabeth be out to assassinate him ??? ((Her not figuring out she should really be out to destroy the Luteces, who started ALL of this, is stupid enough.))
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Rature Tribune : "Fontaines Thugs Rot in Former Department Store"
Well what DO you do in a society/philosophy with Outlaws which doesn't believe in Capital Punishment (except maybe for Willful Treason)??? Exile is one option. Isn't that what's been done here ???
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Observations :
Not a Sidewalk Cafe in sight. (lots of weird benches on step RAISED sections - great for accidental falls.
Grand sweeping staircase upto Booker's tiny office (and not much else) ... thats a bit peculiar.
A few too many newpaper machines about when the area's clientel probably have their's "delivered", and there exists a full newsstand at one end of Market Street.
Weird angles to everything which plainly is thrown around the path you are taking.
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Bookers office is quite weird. First - no shitter (and I don't think anyone wants him using 'theirs' on the rest of 'Market Street'), then having windows out one side of his office apparently to be the side of the building even though what's outside his door doesn't make that logical (the 'artsy' irregularity of this level just spews carelessness and sloppy quickness). Detective offices are classically 'low rent' (and Booker, the drunkard, doesn't scream 'high class' to be able to afford paying any ritzy rent). 
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Looking out the windows, you appear to be high up above the seabed on some building (with other tall building you are above, nearby). There are rocks placed for decorative 'scenes', which shouldn't be there. Having any building's proximity close to a steep cliff is a VERY bad unstable location, including it being a major hazard to the lower levels of those tall building seen immediately adjacent. (( Artsy-fartsy stupidity - but but but "its a Game" - Yes, a game full of stupid slapdash/dimly contrived things. )) 
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Gianourmous Kashmir Restaurant that is as bigificationally exaggerated as the rest of this Rapture redo (Hint - huge outside, with huge inside that has to be paid by a 'food' business. Except its when there aren't enough rich people to afford such prices in Rapture by 100-fold. -- It is a bit extravagant even for a city like New York with 8 million people -- but lets not let reality and game maker ignorance or carelessness ruin that magical view ...)
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Big Daddy grapling jump : It flies up and then comes down well below where the drill 'sticks'. How exactly does it NOW disengage the 'drill' if its way up there above the BD ? (( This is not MAGIC magnetic whatzits in Infinite BS. )) It is bad enough to assume that 'drill' is gonna stick into rocks (it is COMPLETELY the wrong shape, and its velocity is greatly slowed by water (might as well just give the Daddies a big propellor/waterjet backpack). ALSO it is Better not do that drill-jump action on concrete building sides, or the damage would accumulate and drown whole sections of Rapture. I noticed the swing (watch the animation) when it 'fires' it. Maybe whoever came up with this doesn't understand about the importance of proper 'aiming' when that arm movement makes it so much harder for the 'drill' thing to go straight and where it NEEDS TO GO to 'grapple'.
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There appears to be another floor below the main level (those balconies and the window can be seen extending well below the main floor level). But there does not seem to be any path to it (no stairwell/whatever). I have added/adjusted things to access that new lower floor, which is now where the Trolley access is (and various utility areas for the rest).
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The path that leads to the right from Bookers door (on the second level) must lead to something.
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Those shallow step-up levels with tables and benches up on them (steps just inside business entries likewise) -- thats just asking for customer injuries to happen. Did they really need to 'dress up' the game level that way (coulda made those 'split levels' fricken wider and with bannisters like any proper designer would have made them). But I guess they had this narrow path laid out, and didn't see anything else important except pushing the Player along it.
For these shops/restaurants/clubs/hotel they definitely need 'back' access corridors behind the establishments - as all those steps/stairs make access for supplies and such difficult (and service entrances need to be hidden from customers).
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Could have had those 'special' Pneumo things carry people all that length - actually like a ski lift People Movers without going up/down all those stairs.
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2 Pneumo Tubes into Little Wonders (indicated) - what all could they be shipping ??
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What ? No Glass (see thru) Tubes as on the old style Pneumo ?? That location should have 'shown off' the mail 'traffic' if you think about it (whizzing by - was cute to see in Atlantic Express Depot in BS2).
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Cohen's 'dancers' ... he seriously needs to check his expenses - you really can't make much money by to meet those overhead expenses by marketing 'art' in a 'city' no bigger than a town.
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They just went STUPID with it all.
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