Small and DenseAG, building more detail in a smaller space will make the level play better. Check out
Tiny³ Town Arena to see just how far that can be taken. Play the original Tiny Town afterwards - it will feel huge, empty and repetitive!
Levels Evolve to be SmallerOf course, that's a huge change but you already made a start. It's something which gets better over time so don't worry about making the entire city details straight away.
But at the same time,
don't expand the city - you'll just have to cut it back and build those bits again later on.
Airports are a decent way to use up some space and provide an open area for driving and stunting. But they actually must be a lot smaller than a real airport would be. An international airport wouldn't fit in a 2x2 grid of GTA2 maps, in fact.
Small City ExampleFor example, the full island mode in
MultiSlayer City has had so many major changes that it's technically MultiSlayer 6.0. The first version was started in July 2003.
That was 9 years ago.It doesn't even have single-player missions. It does have 5 arenas inside it, a co-operative free roam mode, an experimental cops-and-robbers mode as well as a fully fenced street circuit version.
Gameplay. It's all about gameplay. Testing it with 257 players, playing hundreds of hours, to see what they do and what they like. Adjusting the level. Adjusting the weapons. Adjusting the respawn points. Testing again. And again. And again. Sometimes it's better. Sometimes it isn't.
Sometimes you keep trying an idea for months and have to give up because it just doesn't play well in GTA2. Then you have a better idea and players love it, so you're a legendary modder again. Or you just cut that bit out and players love the level again because it's faster to drive to the action.
TutorialsThanks for complimenting those tutorials. That makes it feel worthwhile! Especially nice to know that the time we spent re-writing them has made great explanations. Phew!