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Apollo Square

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This is an example of a existing BS1 game 'level' (BS1/BS2/MP/DLC) expanded with all the inaccessible parts added for a MMORPG map.   Apollo Square Map of 6 levels, amended to show spaces we didn't have access to in the Solo game :


Map Diagram Color Key :
  • Light Beige - accessible floorspace from in-game
  • Black - Structural walls (reinforced concrete - primary watertight structure) 
  • Dark Grey - bulk foundation concrete (built ontop/into seabed rock)
  • Orange - Additional space within given structural walls (not visible in-game) - including many utility space (ie- sumps at lowest level)
  • Green - Continuations of a floor level (implied by a door or windows or blocked passage/door or similar stacked floors)
  • Blue - Ocean Water areas (water contacting exterior surface)
  • Brown - Seabed  and some interior structures like banister rails/outlines of furniture/machines
  • Red - Atlantic Express tracks, doors and airlocks, some machinery/pipes/cables/conduits
  • Yellow - Stairs/steps/elevators/access shafts (paths of level changes)
  • Light Blue - Window 'glass'
  • Purple - Blocked doors and passages (in-game)

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AS 0

Level 0



AS 1

Level 1



AS 2

Level 2



AS 3

Level 3



AS 4

Level 4



AS 5

Level 5



HP MP

Home For The Poor, Multiplayer

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Map's Compass Orientation based on Safety Airlock connection to Olympus Heights. This maps view from that has been turned CW 90 degrees.  There is some Overlap with buildings from Olympus Heights map.


As seen in the other maps, transportation systems take up alot of space, which is not unusual as it typically makes up 1/3 of Urban land usage (think about it - streets, alleys, parking lots, trainyards, airports, driveways, sidewalks, etc...).  Likewise building structures have more monolithic (simplified) sides and various volumes within that space is now shown put to typical purposes.

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Relocated Bathysphere station :


Odd that the area's Bathysphere Station is adjacent to the nearest things we've seen to a poor tenement district in Rapture (note that 'free' usually turns into 'squalid' ) - and is an unlikely location for that quite expensive/fancy Metro 'Sub' Bathysphere type transportation (Suchong may have been its only customer).   I have relocated a minimized Bathysphere 'Transfer' Station within the Square (ditching that overly fancy elevator used to reach it ).  Olympus Heights is much more affluent, and it would have THE big Station.  A Proper large station, even bigger, fit to impress the people more likely to use/afford its service, was added on THAT level map.  The Apollo Square station is now just an adjunct to it.  These Bathysphere Stations in general are rather oversized for their function (We saw one (of 2) in Fort Frolic of modest size, using a third of the interior footprint of the big one).  The Transfer Station in Apollo square should be one of these less ostentacious mini-stations.   


A single 'Transfer' Station is more logically relocated within the the Apollo Square transit hub where it would have maximum utilizations and easier passenger access for the building cluster (the 'square' is now a transit 'hub').  It links to the nearby Olympus Heights Cable Station to use that Station's set of mechanical infrastructure, connecting there with all the 6 Bathysphere routes (instead of expensively/needlessly duplicating all that machinery).   The Bathysphere Station was originally (in BS1) shown quite a ways down under the Trolley Viaduct level  (and that original 'Sphere Station structure itself is several floors tall, including the unseen water entrance levels/airlocks below the visible floor loading area).   That is making the building in this cluster way-too-tall (just so the devs could give you an elevator ride which Fontaine could block, and maybe so they didnt have to detail the seafloor and show more vertical buildings out the windows).   


Fixes :

Original Apollo Square map is incorrect in showing Artemis Suites buildings staircase connections - too many arrows.  Each two adjacent floors only had one staircase connection between them (the 3D map set did not stack staircases directly).   It also doesnt show the balcony walk going all the way around on the second floor.  For some reason "Artemis First Floor" is draw as if it was a seperate floor from the entryway (now fixed).


The entryway (just past interior airlock) we take into Apollo Square has Trolley tracks that actually represent continuing thru (blocked off), but the open floor section near the Vita-Chamber intrude into where those tracks would actually extend (...dimensionally-challenged level designer or just didnt care?...).  Ive adjusted to allow the track to continue on into the Trolley return loop (end of line to send Trolley cars back in opposite direction on other track with least delay ...)


Various changes to stairways in vicinity of the sunken Trolley lines to give proper access (note - station stops are no longer in the Viaducts - rather now in the hubs UNDER the buildings main floors-- less walking for the customers...).


Statue of Apollo (copy of original by Praxiteles) graced the station area (at the transition point to Olympus Heights).  Now long gone, probably broken up and used to build barricades (Atlas allegedly used the head in a mixed parody of Hamlet and the French Terror ... "Alas, poor Andrew Ryan, I knew him well Rapture".


Artemis Suites has lots of doors (indicating numerous apartments), some not in logical places (too small an area behind or overlap into stairwell behind the wall) - adjustments were made to make them work better. The building interior is extended to match the original dimensional inconsistancy with the external facade.


Hestia external Sea view (building facade we see) is too narrow and doesnt match the size of the interior spaces.  I widened out on the interior floor layout to represent a building of about 120 ft wide.

The interior floor plan also is offset from its ground entrance by 20+ feet.  Utilities and some small rooms were added there to fill out the front of the building interior, and a viaduct connection to the adjacent building.


The Apollo Square buildings facade (a caricature) shows 11 levels up (above the Trolley roadbed), when the inside area under the window ceiling is only about 6 stories (5 for my maps plus an extra high first floor).  A decorative 'false front' Facade has been indicated on level 5 to represent the extra 'stylish' shaping many Rapture buildings were build with (note - how thin that structure is compared to the normal building structural walls.)


Some of the odd twists and turns of the Trolley track system are due to the Metro being a consolitdation of many smaller early local Trolley systems in the City.  The AE (which is more like a subway system)  handled longer distances, but just wasn't convenient for medium range passenger transportation, and Trolley feeder lines were built (like buses) to connect the Train Stations with sprawling groups of buildings. 


Artemis - added level 0 (for 'through' Trolley tracks) with stairs going down to access on right side of floor 1


A further 'basement' level (omitted) would be similar to that seen in Olympus Heights, with Sewer infrastructure linking all the buildings (and running directly-under/integrated-with the Trolley Viaducts, like on the Olympus Heights map), for utilities and the usual foundation concrete and drainage systems.


Just like on the extended Olympus Heights level map, you might notice that the Trolley car outlines seen on the maps are a bit larger than the toyish caricatures existing in BS1 (those ones which would have made sardines uncomfortable, they dont even have seats inside - or you would have seen how rediculously cramped they would really be).  My revised cars are a somewhat larger replacement design which can carry a modest capacity of 28 passengers seated with plenty of space for the operator and the aisle.  The Trolley Viaducts were widened a little to allow for the slightly larger track space this larger Trolley design would need.


Trolley diagram url - http://imageshack.us/a/img59/8859/trolleysystem.png

[[1]] Cleaned up Trolley


Shown - The Bulkhead doors on the Trolley Tunnels (Tracks and Passengerways) -  These are NORMALLY open, but are ready to slam shut if there is a significant leak in any of the adjacent sections.


Notice - just about every building (Ive detailed) has a lower level airlock which in an emergency would allow access to a sealed-off  building, to allow personnel to enter to make repairs (Big Daddies/whoever) or to bring in supplies while the occupants waited for the Bulkhead Seals to be certified safe (after they had closed due to a major leak event).


Added an elevator in Apollo Square and stairs to get to higher levels.   Shops/Offices were added on levels above Apollo Square.  Added Night Club on upper level (4) of Apollo Square "The Apollonian" (closed in 1952, never reopened).


Added Security Station at Apollo Square (greatly bolstered later because the area being a hotbed of Atlas' rabble rousing and thuggery).


Added the typical Pump Station, Maintenance Airlocks, numerous Utility system spaces, Restrooms.  A Jet Postal substation for the building cluster was placed in the Apollo Square building.   Offices for the Trolley system are also in the buildings lower level (adjacent to th ejunction tracks).


A Trolley Express freight operation in the hub basement (pallet sized containerized packaging quickly slid On and Off Trolley Freight units ...)


Buildings to sides of Trolley viaducts have pedestrian viaduct connecting them to each other and to into the transit hub.  These viaducts are a bit more than a sidewalk since most of the supplies for the buildings are moved through them.   Note - an unshown lower utility/sewer level for these building also exists which has additional transport.

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Added 'Quicksilver Place' (now renamed  "Fontaines Center for the Poor" and later by the time of BS1 a burnt and wrecked hulk) made from the Multi-Player map level building...   It became a minimal maintenance/expense,  maximal propaganda project for Atlas'/Fontaine's agenda.  The many blocked off doors have their corresponding apartments. Hallways and lots of small rooms (not seen in the original game map) have been added to fill out the obvious volume of the building, along with various communal facilities .  The irregularities of the floor plan (not usually seen in low-rent establishments) means it was at least a medium- rent place before Fontaine got his hands on it and modified it to cram with poor people.  Fontaine may have obtained it after the 1952 economic recession, and possibly it was one of the Wales Brother's "leaky" buildings which eventually made it unacceptable for its original intended occupants.


There are the usual stitched together weirdness found in may Multi-Player maps, with levels mismatching in their volumes, blocked doors(leaving large unused voids) and windows in odd places putting them well inside the normal external walls. These have been corrected.


The original MP had the building connected to whatever (its supposedly the Hestia building modified to make the typical MP layout) with the same rediculous kind of Trolley Viaduct.  It now has been fitted adjacent to Apollo Square (accesses by a walk-type viaduct) as an additional building using that dead-end alcove of the 'square'.  This area is not accessible as of BS1 because the 'Civil War' wrecked it and damaged the structural integrity. 


A secret Fontaine smuggling storage area is now located in the basement of "Center for the Poor".   Fontaine had many distribution points to facilitate his illegal smuggling operations.   A nearby airlock was used to transfer goods from small submarines.  A obscure passage to the Trolley tracks likewise would be used to ship contraband as would the sewres later.  Fontaine, planning his own demise, would have secreted many useful supplies, to be used by his new Atlas persona, to buy support and further his conflict with Ryan.  It is rumored, an entire new Smuggling 'Den' was established somewhere else in Rapture to continue the Smuggling operations after Fontaine was 'killed' and the first location was discovered.  

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Artemis Suites is 8 floors (the visible in-game interior, including the entry floor) and basement.  It is a grey windowless building (seriously was it that hard to have had a coat of paint of some more lively color?? and even Hestia's "Home for the Poor" has some exterior windows.)    I added some apartments accessed via the blocked first floor doors, which lead as well to the (seen) Viaduct connecting to the adjacent Artemis Bow (Tower).   Other floors have had a complementary apartment set added (to have 2 sets per floor to fill the otherwise illogically empty building volume - they (the level devs) didnt even bother to have barred/locked/blocked doors leading into them). 


Because the interior apartments left a large unused void within the dimensions indicated by the external building facade (on the South side of the building, as seen from the Trolley viaduct) - Ive added a stacked set of small commercial offices (with elevator and seperate stairwell) on the South side.  Stacked walkway Viaducts were visible extending to the adjacent (Artemis Bow) building, but with no interior indication (that we could see) of a connection inside to the Artemis Suites interior.  

A likely floor plan for Artemis Bow is shown - transport core of elevator/stair/utility shafts/hallway (taking up alot of space for a small building - another reason tall narrow buildings in Rapture dont make much sense) and the exterior structural pressure wall (which is significantly thicker than Surface buildings are).  Offices/small apartment could be in this building with all those nice Art Deco-typical windows (none of the game interiors had that kind of row of window arangement which we see represented on so many of the outside views).


The whole building (and neighborhood) probably was better kept up before Fontaine got his hands on it.  By the time of BS2, the building may have leaked severely enough to have been sealed off.


Artemis Suites was one of few buildings that has a large number of floors shown (8 total counting the bottom) of stacked apartments.  These additional floors you can't get to in the Solo game.  All of these floors have not been included on the map. They would largely be duplicate floor plans of the floors below (2 apartments sets per level, same stair pattern - would probably have warranted an elevator or two originally in the central air well).

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Hestia Chambers is 5 floors including the basement, (the caricature exterior shows more like 8 floors, but we discount that as dev's window dressing).  The Trolley now runs thru, below that 'Boiler Room' in the first floor).  The Hestia 'Boiler Room" has no "boiler" (rather it should be a heat exchanger system for the Hot Water coming from Hephaestus, if it WAS to be shown correctly).


Additional small appartments to 'Pack Em In" in the buildings front-end extra volume (not accessible in BS1). Ive added space at front of building for small rooms (with all those windows you saw from the viaduct).  These were probably 'deluxe' rooms originally ...


Hestia's apartments have significantly rearranged interior walls/partitions and in rooms stairways appear added.  The current configuration is wrong for a proper apartments layout.   It was probably previously laid out with 2 apartments per floor in the main building well, but Fontaine probably bought it cheap and gutted alot of the interior space for his dormitory style flophouse.   I'm not sure why the two lowest apartments have stairs down into the 'Boiler Room'. If it was shared facilities, like a laundry, the doors should have been out into main building 'well', and not requiring any stairs.


The Hestia building is labeled inside as 'Little Sisters Orphanage', when out in the Trolley Viaduct the sign says 'Fontaines Home for the Poor'.   I supposed it could be both and that extra volume could have been the processing center to collect ADAM from Little Sisters (putting them in with the general 'poor' residents might have weirded them out to much (both Fontaine's "poor" and the LS)).

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More

[[2]] [[3]]    pix from near bulkhead airlock to Olympus Heights

Trolley loop ending in Apollo Station -- an End-Loop is a way of turning Trolleys with less work/labor/mistakes/delay and allows use of single ended cars (many old trolleys were bi-directional and you actually flipped the seats over to face the movement direction).  On a double track system the car returns the way it came on the other track.   The original tracks near there are the closest thing they have showing them going 'through' (as a real system would have), with the 'through' path being sealed off with corrugated metal sheeting.


Ramps on Trolley tracks changing level (largely for the original 'station' platforms or to go thru buildings) have been mostly eliminated.  Tracks now are extended to go through BELOW main floor of squares and buildings.  Passengers now come down stairways to a raised platform/walkway level (which isnt used any more for passenger loading 'stops').


Ive stretched the Trolley lines a quite bit on new map (they were rediculously short even for a single stop) to space some buildings to prevent overlap with Olympus Heights buildings. A matching scale-up for the adjacent buildings was done to make them as large as they are portrayed. As usual, the caricature/prop buildings are undersized for Forced Perspective.  But since these buildings are so close, and located along a viaduct where you can see them from significantly different angles, you can notice how tiny they look (which defeats the Forced Perspective idea).  Those original adjacent buildings generally are far too small (tall and thin) to be practical - in Rapture's environment you want to maximize interior space and with the least ratio of outside surface area.

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Those "Missing" picture Walls (seen in Apollo Square)...   There can be all kinds of chaos during wars and with ADAM insanity ontop of it, even in a closed City, people would disappear.   The authors with their "Ryan is Evil" likely wanted it to appear that all these people were allegedly 'murdered' by Ryan, but in a warzone there are casualties and many if not combatants were possibly killed by Atlas's terrorism and blamed on Ryan


The Devs probably intended to imply that these people were 'disappeared' by 'the tyrant' Ryan, but one of the most effective methods of terrifying a population is not just to murder people randomly in the streets, but to make them disappear entirely.    The ruthless Atlas/Fontaine would use such tactics with his Splicers to get what he was after.   Large numbers of people would not support Atlas (most people like order and not starving and not being murdered, and didn't have the complaints he used to foment unrest),  and he would need to terrorize those people to control Rapture.   Ryan had jails in Persephone to dump people working/fighting for Atlas.   Apollo Square looks like it was closed off because Atlas hid there frequently and it was too much of a warren to control directly (not quite a concentration camp, more like an ontrollable hazardous slum/ghetto, best 'walled off' ) 


Ironic would be most of those people in the pictures had been 'disappeared' by the actions of Atlas while at the same time he encourages such walls in his propaganda campaign, blaming Ryan. 

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People from Apollo Square would have used the AE station at Olympus Heights (no need to duplicate all those facilities when it is that close).  It is likely one of the earlier Pre-Consolidation Trolley lines was used to shuttle AE passengers to the buildings in this cluster.

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Oddities:


Not sure why there is a force pushing you away from the elevators leading to the Bathysphere to Point Prometheus (it wont let you get close to them - pushes opposite direction).  Did the devs run out of logical reasons that Fontaine could have locked that path from you, so you would be forced to do the plot stuff in Hestia/Artemis first???   Simply have some Bathysphere door/gate unlock Key/combination/override-fix you had to acquire/do would make more sense and at least be plausible (as some  'pre-conditioned' compuslsion to stay away from THAT one door makes absolutely NO SENSE here).   Sloppy work which smacks of half-baked/rushed level design/development.


Fontaine's Center for the Poor and Little Sisters Orphanage (Hestia Chambers) --  being a hotbed of Rebel activity, why should it NOT be cordoned off to contain the terrorists within ???  The Novel mentions that Fontaine/Atlas gets in and out via the sewers to 'community organize' his gang of killers.  McClintock falls for the romantisism of being a 'rebel' and pays the price when she fatally discovers it is all a sham by a still living sociopath Fontaine.


What exactly does 'Gene Traitor' mean (seen in Apollo Square where the gallows is).  That does NOT sound like something Ryan would say (none of his verbage is about 'genes') about the Traitors and destroyers on Atlas/Fontaine's side.   You see this scene after Fontaine has taken over, so MAYBE it is Fontaine executing Ryan supporters (but the Game Devs never explain and it misleadingly implies Ryan did it - following that constant manipulative drumbeat "Ryan and Capitalism is Evil", "Ryan and Capitalism is Evil", "Ryan and Capitalism is Evil").


The Apollo Square area had been cut off from the rest of Rapture in an attempt to contain Atlas's murderous thugs from disrupting the rest of the City,  and the point NOT made clear is that Ryan did NOT simply murder his opponents as Fontaine (and later Lamb) would have done.    The people supposedly penned up here are now (in BS1) gone and there are no "bodies stacked like cordwood", so the Pheromone Control of most of Atlas's Splicers must have worked - including on many of the detainees in Apollo Square.  The Splicers wandering around are probably still out to collect that 1000 ADAM Bounty Ryan put on 'Spy' Jack, but haven't got the memo yet that Ryan is dead (might take a quite while for Fontine to figure out all the things Ryan controlled).


All those buildings adjacent to Apollo Square and Artemis Suites (you see them out the windows) must've been rather unlivable for their original occupants, nce Atlas's murderous Splicers and rabble organized nearby, perpetrating their anarchistic/destructive activities.  There probably was a flood of refugees from the area, who simply didnt want to be murdered by Atlas's goons.


Signs : Olympus Heights 101, Hestia Chambers 101, Artemis Suites 101.  These are at Apollo Square ("Apollo Square 101"), where the buildings are hundreds of feet away along a 'street'.  (Shouldnt it be 'One xxxxxxxx' ?)


There are no indication of lower floors on the game level to match the many caricature levels seen continuing far below in the sea window views.  I have sewer/basement/foundation levels immediately below the main in-game level we have access to, (again, Would you WANT the local sewer at a higher level than your apartment ??  The Ocean window views also show plenty of higher levels for many of the local buildings.)


Automatic doors - working in a tenement (pick one) ??  Low-rent place thats been there a while -- you would be lucky if half of the auto-doors still worked (nobody pays for maintenance).  For one of Fontaine's 'poor'  residential facilities - make that 1/3 working (or he never even went to the expense to have them - possibly removed and sold them -- or transplanted them into a New Smugglers hideout...).  Fontaine probably would have said "Those suckers dont need no fancy doors".


Funny thing is : after they moved BS2 to Steam with some mods being visible to parts of the MP game, I spent alot of time in private games (they run with 1 player) examining many of the scenarios to do these maps. Without fighting anyone, so far, Ive gotten to level 10 - you simply get alot of 'ADAM' advancement for simply existing in a running MP game.    The free Metro Pack stuff (more levels) was good to get access to, though it was not overly bright of the game company to originally offer MP scenarios only a fraction of the Players would bother to pay for and use - making it of dubious value for those who DID buy it ).


Reused MP Area (as additional building) :


Third Floor gated Door (across balcony bridge with turret) with fancy awning over it.  Maybe it was the residence of Fontaine's "ward boss" - some thug who ran the place, and from that height could make sure there were "no problems" ("problems" wound up 'disappeared' and becoming test subjects for still-crude Plasmids and dodgy Tonics).


The Postcard 'Welcome Home' they show on the MP Loading screen - that sounds like Fontaine's disingenuous kind of remark he would make for his 'beneficiaries' (cannon fodder).


Not sure what the sign 'Sea Gate 12' is all about (MP level Center for the Poor), and right above some kind of rollup vending stand makes even less sense.  Other such signs are associated with maintenance access and such.


In MP map, in Suchongs Free Clinic, one of the anatomical diagrams is for the Ostrich and the nameboard inside also lists Steinman (a reused asset,,,)


For the MMORPG, some Missions might deal with what went on in this 'Free Clinic' with interesting Flashback Scenes and unsavory details of another of Fonatine's shady (if not utterly criminal) projects.  Mini-Scenario -- you get to play the 'Ward Boss' and keep control of the 'Problems' for Fontaine and use various coercive methodologies to keep things running smoothly.


With all the available wall volumes for utilities, Im not sure why there should be those exposed large pipes up near the ceiling running across (ruining the ceiling's flowing lines and ambiance).  More Level Dev stuff 'filling in' just to 'fill in'.

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