Peak 15
ICE50
Peak 15 research facility and utility areas.
80 logical packages currently associated with this area code.
Main area
Section 00
- Peak 15 — Main area — Art and visual assets
BIOA_ICE50_00_ART - Peak 15 — Main area — Design, gameplay, and Kismet logic
BIOA_ICE50_00_DSG - Peak 15 — Main area — Level layout
BIOA_ICE50_00_LAY - Peak 15 — Main area — Placed content
BIOA_ICE50_00_PLC - Peak 15 — Main area — Unclassified content
bioa_ICE50_00_QAP - Peak 15 — Main area — Sound content
BIOA_ICE50_00_SND
Streamed subarea
Section 01
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_01_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_01_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_01_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_01_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_01_SND
Streamed subarea
Section 02
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_02_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_02_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_02_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_02_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_02_SND
Streamed subarea
Section 03
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_03_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_03_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_03_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_03_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_03_SND
Streamed subarea
Section 04
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_04_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_04_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_04_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_04_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_04_SND
Streamed subarea
Section 05
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_05_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_05_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_05_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_05_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_05_SND
Streamed subarea
Section 06
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_06_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_06_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_06_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_06_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_06_SND
Streamed subarea
Section 07
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_07_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_07_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_07_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_07_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_07_SND
Streamed subarea
Section 08
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_08_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_08_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_08_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_08_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_08_SND
Streamed subarea
Section 09
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_09_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_09_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_09_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_09_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_09_SND
Streamed subarea
Section 10
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_10_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_10_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_10_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_10_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_10_SND
Streamed subarea
Section 11
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_11_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_11_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_11_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_11_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_11_SND
Streamed subarea
Section 12
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_12_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_12_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_12_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_12_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_12_SND
Streamed subarea
Section 13
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_13_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_13_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_13_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_13_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_13_SND
Streamed subarea
Section 14
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_14_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_14_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_14_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_14_PLC - Peak 15 — Streamed subarea — Sound content
BIOA_ICE50_14_SND
Streamed subarea
Section 15
- Peak 15 — Streamed subarea — Art and visual assets
BIOA_ICE50_15_ART - Peak 15 — Streamed subarea — Design, gameplay, and Kismet logic
BIOA_ICE50_15_DSG - Peak 15 — Streamed subarea — Level layout
BIOA_ICE50_15_LAY - Peak 15 — Streamed subarea — Placed content
BIOA_ICE50_15_PLC