The Hydropolis Map is finally complete. Working from our previous map fabrication for assignment 2 we basically wanted to fix up allot of the issues and problems that were current. Important entities such as elevators and doors were fixed up as they were a main access feature for getting to different parts of the building. Portals and Visareas for the underwater areas were also fixed up as best as they could be to work nicely in conjunction with the surrounding structures.
With our final the main focus was designing areas that we did not for assignment 2. One main area was the interior of the shell. We felt that we needed to design something special and thus decided to build a casino, after all it is Dubai. We have also incorporated a reception and lounge area where hotel stayers can relax. Inside the complex is a two storey cafe/restaurant that we modelled in 3dsmax and imported into Crysis. We finally figured out a way to import objects to Crysis although sometimes that came with missing geometries, but this was expected considering the import tool was developed by modders and not Crytek game developers. This just means it wasn’t the perfect tool for importing geometries but it worked nether the less. The Casino consists of poker, blackjack and roulette tables that really help define the “miniature casino”. Lighting was also added around the island because this helped enhance the ambience of the Hydropolis at night
With everyone now doing specialisations, we felt it was important to incorporate as much of it as we could. Firstly we included our own team member’s specialisations. As the Hydropolis is an underwater hotel we designed fish tanks, “grahams idea” and incorporated them into the map. We made this a main feature in the shell interior as it helped set the tone of sea life and underwater elements etc. Other specialisations include a waterfall as we felt that the original water fountain on the island wasn’t that fascinating to look at; so creating a waterfall in its place provided a nice spectacle for people to look at. Other specialisations from our group were switchable lighting which we used for our interior rooms under the water. This helped set a nice ambience during night scenes. We have also included a mini map that will help guide users around our map and our screenshots and videos were exported through Crysis with the help with one of our team member’s specialisations.
Going back to our design we felt the graphical visualisation was the best method of making the map more attractive and professional. In saying so we have integrated elevator, exit, and train signs etc that help guide users to where places are in the map. Inside the shell area there is also a presentation room that shows concept art of the original Hydropolis as well as our own renders to compare too. There is also some information about the Hydropolis and its design in the presentation room.
To finish off the map we tried to incorporate cut-scenes to liven up the map but due to the massive drop in frames per second that the file was playing at, it kept crashing; so they werent put in.
Even though this map has been designed around an architect’s vision, we think that using the Crytek engine and its realistic graphics has really helped to bring out our vision of the Hydropolis and its wonders of underwater architecture. Our team also hopes that anyone who is interested in underwater architecture or an island resort to have a play of our map as we believe we have met that expectation.
We want to say thanks to our classmates who helped us in creating the Hydropolis Map because without their skills in there specialisations we might not have finished in time. And another thank you to the tutors Jeremy and Graham for their help throughout studio in guiding us to create this map
And lastly we feel that our team has done an excellent job in creating Joachim Hauser unbuilt architecture “The Hydropolis”. Joachim Hauser quotes “the Hydropolis is not a project; but a passion” and this is how we have felt when working on this assignment. And exploring new areas in real time and using Crytek’s Crysis engine has really inspired us in how we approach architecture and visualisation.
Here is the Link for our Latest Map to Download:
http://www.fileplanet.com/201546/200000/fileinfo/Team-Atlar-Final-Map
Below are the 30 second trailer and 2 minute extended trailer.

























































