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 Extended BS1      Proving Grounds   map

Level 0   

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Level 1   

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Level 2   

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Level 3  

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MP map  

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Map's compass orientation is based on the 'Security Airlock' connection to Point Prometheus Building Cluster (on the map's Northern edge).  Overlap is shown of some of the structures from the Point Prometheus level map set.

Note - The 'Proving Grounds' (Memorial Museum) is actually located South of Point Prometheus (BD Eugenics &  Lil Sister factory, etc..).  So is 'Fontaine' (Fontaine's Lair - that really Tall building) which I now call 'PROMETHEUS POINT TOWER', which is attached in turn to the South edge of the Proving Grounds/Museum complex - indicated by the 'Exit' Elevator on this level mapset).

It may seem like there is alot of overlap with the Point Prometheus map, but that is because this map is based several levels lower than that other cluster of buildings.  Level 3 of this map set matches upto the Level 0 map on my Point Prometheus level mapset (connection via that Security Airlock).  So this map's deeper Level 1 gets the area's Trolley tracks with its 'Street' viaduct and the Trolley Station with its return loop.  Level 0 here got the Sewer/Utility (running under the Trolley viaduct). Indicated below that level are where the Bathysphere Transfer tunnels ran to various area buildings. The 2 MP level maps are now imbedded on Level 0 and 1.

The Museum is now sufficiently large, that little more is needed and a Level 4 would just be the flat roof and various top floor ceiling windows.  Likely the low and squat nature of this building was selected so as to not detract from the Prometheus Point Tower's impression of height.

The Museum built to what purpose ? - Are Museums ever that profitable (we saw Plasmid advertisements at least in the MP version as a later modification...)   How could the Museum justify its expense?   Same as on in the Surface World, even today, instead of tax money,  funding was from some rich person(s) paying to have it built(or a parts of it) and likely have their own name prominent upon it (or wings of it).  Some rich people would have brought their Art collections to Rapture, when they quit the Surface World, and showing them off in a Museum was a very common thing to do.

This map's original interior has some odd overlapping levels (the game's path is a long continuous ramp) which I tried to straighten out the representation of.  It had unseen higher/lower floor volumes which are now indicated and used as additional Museum space and other typical/needed support facilities.

Apparently the position of the Tall Building (the last level in the game and supposedly location of the "highest spot in Rapture" (as if the Lighthouse didnt count) indicated by the 'Exit' elevator position) is immediately adjacent to the South side of the Museum. In BS1 you get into that building's elevator via the 'Exit' point -- and you are then supposed to be IN that Tall building, which is a bit strange to have no proper entry way or access to the lobby on that floor of that building.  You can see the building's side represented from the windows in the Central Atrium above the vicinity of the Exit elevator room, but it is not represented quite as wide as it is supposed to be (going by the large interior floor we fight Fontaine/Atlas in).  That ocean view caricature's visible height is probably closer to what it should be, compared to the rediculous 60+ story 'tall' buildings we see exaggerated in too many of the game's skybox outside views.

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Fixed :

The positioning of the 'Exit' elevator (which was at least located near the edge of the level) indicates the close adjacency and partial showing (overlap) of that mapset.    SO that room in Proving Grounds with the 'Exit' elevator needed to be stretched South about 65 feet longer to clear the 'Tall buildings' footprint/layout/outline and to roughly match the spacing of the adjacent building's facade (seen out the South Wing window) and to get rid of the overlapping problem.
Similarly, the South Wing (actually more a South East Wing) large half circle window would have been in the middle of the PROMETHEUS POINT (tall building's) interior before it was shifted.  That building's inside space scales the building to be at least 180 feet wide, which is made visible on this map.  

The Proving Grounds entrance overlapped the Bathysphere Station on the Point Prometheus map - the windows of the lobby, if left that way, would be looking straight into the side of the building on the previous map.  So the section just past that Security Airlock has been stretched significantly (like about 100 feet) to slide the buildings apart.  An Aquarium feature is placed so that the Bathysphere Stations window looks out into its water (not the Ocean, as the existence of an immediately adjacent building on the THIS map still makes that a mistake).

Several 'too thin' ceilings (main hall window base level is too close to ceiling of other interior spaces when it should be 5-8 feet thick)  Would need to be corrected for MMORPG by spreading floor levels a bit more in elevations.

You look out the window of the giftshop and there are (even though somewhat obscured by lots of bubbles) buildings/structures to either side, but from the Museums grand entryway (Lobby) window's view they are not there.  As usual, the MMORPG would fix this by having true views outside, instead of the 'stage-set' skybox exteriors we see in the Solo games.   The Trolley viaduct is now out there anyway, so I added some support structure towards that on the left side and a small Museum building extension on the right to match the visible structure.

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The Multi-Player "Point Prometheus" Museum level map has been incorporated into this building cluster, being added below the existing floors (hardest part was fitting/adjusting to keep the various existing MP windows, which included flipping the map over).

The MP Museum map was added below the BS1 levels because it fit better there. The building shapes with the window placements and the lower MP is partial/small so it better integrates with basement/foundation space, and allowed showing the levels used for the transportation/sewer systems.  You might think that the high ceilings in these Museum buildings might spread the floors too far apart, but Ive seen real Museums (ie- Brooklyn Museum) with much higher galleries with one or more similar high ceiling floors stacked above the first.   A few windows near the Metro entrance were converted to Aquarium views because there was no way to retain them as exterior windows as they looked directly into the adjacent level maps building.  

The Multi-Player level CEILING windows now have to be something else (since ther are floors above).  Glass is still there but with possibly simulated aquariums with a pageant of sealife passing (???) and/or simply skylights (simulated sunlight).

There is a 'Bistro' (seems alot of these in Rapture) in the Lower Museum (recycled MP portion) and one also at the Giftshop at the Museum's main entrance.  The MP Bistro and the (Metro) entranceway adjacent was stretched to adjust position of some MP level windows to the building outline of the Solo Museum floorplan.  Lowest MP level (Underwater Wing and Plasmid Wing) were stretched to retain those same nearby windows in adjusted positions.  Across from the lower Bistro is a Ticket Counter "Karte" which has been detailed with the room and offices behind the counter (look past the counter and you see the space).

An added Mk2 AE (Atlantic Express) Train Station is placed in an adjacent building (the one seen thru Museum windows to left of the '13th Muse Pub') and connects with a walking viaduct to an expanded Transit hub, which overlaps both the Point Prometheus and Proving Grounds maps.  Even through BS2 times, the AE still operated (its freight transport never stopped after the bankruptcy of the passenger business). The AE Trains continue on North through to 'The Shallows' area Farm/Industrial zone.  

Added a AE Freight handling station on the level below the Train Station (since Point Prometheus is a industrial site) which has an elevator to the loading platform adjacent to the track.  It is connected to a Freight Transfer Station on the nearby Trolley Station track via a long (not steep) Ramp.

The AE facilities include a Track Maintenance Station which does repairs on AE Mk2 Track components (which were better componentized, and easier to maintain and repair than the original Mk1 track system.)  Mini-Subs were used for this maintenance to guide floating cranes and operate other automated repair equipment, and a sub dock is included in the facility, as well as an airlock to bring large track components inside for repair.

One Metro Trolley Route Terminates here, so the Trolley Viaducts and Station was added, including the Viaducts Emergency Pressure Doors (which are normally open, but ready to slam shut if there is a major leak/break which threatens any connecting area).   Added a Prometheus Point Trolley Station along the route going South to serve commuters there, in the buildings adjacent to Prometheus Point Tower.

The Bathysphere Cable 'hub' is inside the 13th Muse's building basement. It has feed-ins from all the Transfer Stations running through tunnels to the many nearby buildings (including Prometheus Point).  The Cable hub here is only the terminus of one route, and not a major Station like Olympus Heights. The Bathysphere Docks in Point Prometheus area have the 'Spheres descend several levels down their "wells", which then connect via tunnels to the Hub (all at Rapture Pressure, with no extra airlocks required) where the Bathyspheres then attach to the Cables which take them off to the distant Olympus Heights hub and beyond.

Added tiered escalators and elevators in the main entranceway of the Memorial Museum to tie together all the Museum floors (now with those 2 additional MP floors).   Added a hallway connection directly from the Trolley Station to the MP Lower Museum Entrance (now stretched a little and matching the 'Metro' portal on the MP map).
Thus the AE/Trolley level combines the entrance to the MP Museum levels together in the same area as the BS1 Museum's.  (Connects also to the Point Prometheus Atrium hub -- used to get to the Bathysphere Station).

I added an exhibition Art Wing where the various 'rich' people could show off their brought-along artwork collections (and/or ones purchased from the largely mediocre artists living in Rapture).  I have added several funded 'Wings' paid for by the ego donations of similar rich people (Wings should be named after them).   Unpaid exhibitions by various accepted artists could also be accommodated to vary the content.  This may have been increased in reactions to Sofia Lamb's "unconscious art" which would be abhorrent to many art lovers (if not to Andrew Ryan).

Added a modest Presentation and Lecture Hall area in the Art Wing as a place to have parties (the rich patrons have to show off) and art showings, and more mundane lectures covering all the museums subjects.

Added Industrial and Technology Wings (filling in the building's volume) which showed off Rapture's many achievements and possessing a much more detailed exhibit of how the City was constructed (including a 'ride' in the basement with splendid dioramas and miniatures and an audio visual narration).

Added a Museum Library, as a place for rare books and research materials.

A small Planetarium was added to the Museum Complex adjacent to the lower MP level.  (Some rich person's hobby -- they brought their own 'star' machine when they came to Rapture).  Usually good for showing how plain the sky is to bored school students, so that they wont 'wonder' and have any inclination to go see it for themselves.   

Propaganda mixed in ... (the Technology Wing would have very vivid exhibits of the destructive nature of atomic weapons...), besides showing off Raptures achievements.  The 'Plasmid Wing' was an obviously commercially funded project, but may have paid for sponsoring other 'freedom' exhibits.   "The History of Parasites" exhibit was scheduled to be opened sometime in 1959.

Added - Atlas's much used Sewer connection (how he apparently got around and avoided Ryan's security which was closing in on him).   This stretch of Sewer infrastructure has pipes for the sewage and drainage, and many protected conduits for power and the utility maintenance tramway.   A fairly long (cant be steep) Ramp from the AE Station connects down to the Sewer level to allow transhipping equipment that would be moved via the Utility Tramway to various utility infrastructure along this stretch of the Sewer level.

There are the various Utilities systems and accesses spaced throughout the buildings.  Very many ventilation ducting and power conduits and water pipes are not indicated (or else this and all the other maps would be a real mess).  Two Pump Stations are situated so that they can act as a redundant system to the adjacent building complexes.

Other adjacent buildings West on the map are shown, which are seen from the Point Prometheus level.  They each have a 'Transfer' Bathysphere Station (Dock connected using Rapture-pressure water tunnels to eliminate extra mechanism overhead) linking into (and sharing) the Bathysphere Cableway hub at Point Prometheus.

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Training of Big Daddies was done at this location in the appropriated Museum facility.   This was something that came late (after Ryan took over Fontaine Futuristics (~Sep 1958) and the Protectors were created and brought into production -- Big Daddies had already been around in various forms for years as Maintenence workers for the City.)   Survivability against the various insane ADAM seeking Splicers had to be improved to allow the Little Sisters to carry out their function. (though it might have been ALOT more logical to have corpses dragged back to them in safe/secure/well-guarded places).

- Blanks and simulated firing of weapons in various staged attacks to condition/train the 'Daddies' and make sure they had rudimentary tactics and working weapons to handle the accelerating level of the threats against Little Sisters.   Evaluation of training methods would be done.  Little Sisters also had to know how to react to danger, so the training was mutual.

- By game (BS1) time, with Splicers murdering people in the streets (more than they imply), virtually noone sane was visiting the Museum and the Emergency Situation in the City warranted its re-use for the BD/LS training.   Quite convenient that it is immediately adjacent to Point Prometheus which definitely pre-existed the 'Protector' program ( used to build the Cities Maintenance Cyborgs from employing numbers of the City's criminally insane -- including increasingly numbers of Splicers )

BD TRAINING (or rather the original 'Maintenance Cyborg' training) : Structural Repairs, inside and outside in the Sea -- sealing leaking windows, repairing/reinforcing cracks, welding structural components, cleaning water vents and access hatches, pipe repairs ...(hmm, there must've been a additional seperate 'training grounds' for this that we never saw ( I have more than a little of that added to Failsafe Armored Escorts section of the Point Prometheus map set, but there should be more).

Some Foundation areas (particularly Level 0) dont have the solid concrete fill, but the Structure Wall and some pilings pushed that deep, imbedded into the bedrock to support and stabilize the building above (and the concrete filled drainage level).  Some areas the bedrock was sufficiently compact and solid to allow this substitution.  In other areas support pilings are driven far below the building levels, particularly on much taller buildings which require substantial anchoring.

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Oddities :

In BS1 (going thru Elevator 'Exit') we bypass any other parts of the Prometheus Point Tower's interior and go right to that floor way up in the building.  This current map set shows some details of there being a Bathysphere Station there and walking Viaducts over to the adjacent building where a Trolley station is, and Sewer/Utility connections, etc...

13th Muse Pub? (that building across from the Museum's "South Wing" ... actually eastwards)  - There actually were historically only 9 Muses (maybe they were thinking  of the 12 Olympians ?? (like the 19th hole (bar) at a golf course, the booze is supposed to be the additional 'Muse' for its patrons ...)  Sorry Ken, there is no Muse specifically for Computer Games...).  The 13th Muse Pub building caricature (its floor spacing made it about half scale) has now been sized and spaced to be more reasonable.  It is rather plain (genric facade of standard windows) looking for a 'Pub', perhaps that is just an advertizing sign with the actual pub being elsewhere ?  

The oddly placed (in relation to the transport 'hub') Bathysphere Station at Point Prometheus was likely installed sometime well AFTER the Atlantic Express Station facilities were built, so it is logical the AE has better location and a more direct path to the Museums entrance.  The Museum's repurposing (to a training ground for BD during the 'Civil War', ~1959) was quite late (well after ~1952 when the Metro System put the AE out of the City Transit Passenger business).    City redevelopment often causes things to be oddly placed and shoehorned in around existing structures (hence Metro Bathysphere's indirect access path to the Museum).

The Museum interior in the Proving Grounds (or is it the other way around) reminds me of the layout style of the older sections of the Museum of Natural History in New York City.   Whale skeletons and large fossils take the place of the impressive Dinosaur exhibits in that other famous Museum.

That 'Exit' area where we leave the level via Elevator is rather odd.  You go through a prominent end door off the Central Atrium, yet you are greeted by Vending Machines, and further near the elevator it turns more into a utility room.

The North Wing window has that sculpture - "Atlas watching the Clock" (?) and lots of bubbles obscuring the view.  It would be (if bubbles werent in the way) looking across to the Bathysphere Station sections of Point Prometheus.  

Museums's Central Atrium, the upper level has those big floor openings in its otherwise evenly laid out width (that are very obviously put there to help as an obstacle for blocking a shortcut of the levels winding path) now each look down into decent size niches in the lower floor (no longer the hoakey secret wall doors with turrets ... yeah right that was definitely originally part of the Museums floorplan...).

The primary exhibit floors of this Museum have numerous short (stepped) stairway segments which is atypical to most large museums I'm familiar with.  So it is definitely NOT wheelchair accessible, which it wouldn't be made to be in that era.  (The smattering of Game purposed 'pooled' water is a likely reason for all this shifting of floor height, as a largely flat floor would have to be continuously filled with any flooded water, which might have actually been an interesting level variation).

"Altruism is the root of all wickedness" : Banner up in on the entryway to the Memorial Museum.  Isnt the act of providing a public Museum a kind of Altruism ?  Where are the ticket booths required to get into the Museum?  But there is no sign of the names of whoever had the Museum built, which is typical of such public structures built for self-aggrandizement/ego.   Again, the game writers got it wrong in trying to smear Ryan and 'individualism' and 'capitalism' - its "ALTRUISTS" who are the problem - those who endorse, pressure or even force 'Altruism' upon others, often without much cost to themselves and often as a tool to gain power -- THEY are the "Parasites of Parasites". They are the ones Ryan is REALLY talking about as being a great wickedness and poison to mankind.

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The Leaning Building  (seen out window in the Museum training grounds BS1 - lights still on - blinking/flashing) :

  • Seabed subsidence (can't be Foundation failure or it would be floodsville) ...  Volcanoes are built up by flows and often can have many unstable features (one of the reasons why Rapture is spread out - because they built only on the stable regions).
  • The structural integrity held, including apparently the whole 20 story building (which is a good commentary on how well built Rapture's structures are, and why after more than 20 years and a decade of neglect, Rapture is still largely intact).
  • It might be an interesting place to visit and see how the Game Engine would handle the slanted 'terrain'.  Game Engines normally have their 'building blocks' generically set to upright orientation to simplify the math calculations and the editing system.  For this case it would have to be handled specially like 'vehicles' are -- in a more flexible way in orientation and position, (likely with special building Templates).
  • Bring your climbing ropes when you visit.


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