Hi ReT.
Tho not the best city levels...
A large city level I made years ago:
http://home.neo.rr.com/jaspalidori/JAS/img/Skycity.jpg
http://home.neo.rr.com/jaspalidori/Skycity.zip
( mostly 8-bit textures )
It was a city level, with skycrapers 'so high that you could look down and see clouds below you' and look up to see the night sky above you.
It might inspire you? -shrugs-
And over at the JKhub.net project pages, I am actually in the process of making a more 'realistic' City Level ( CITY ON FIRE ) intended to be used with the MOD ss3 ( version 9.0 ).
Project link (which includes specs, info and screenshots; as well as the beta-downloads):
http://jkhub.massassi.net/project/show.php?projid=85
( converting to more 16-bit textures )
I am not sure if you have the textures you want or not yet...
..but there are some good textures at this link:
http://www.planetquake.com/berneyboy/textures.htm
There is a file there that you can download which is like 125 megs - zipped. But contains Alot of textures
( from vegetation, to bricks, to city buildings, to graffitti, etc-etc , legos? lol)
Planning ahead is definately the key to avoiding adjoin-limit / HOM problems in a large city level. Making Building 3dos is a good idea (so long as they are simple 3dos without alot of surfaces....like a long/tall 6-sided rectangular building works nice; even if u add a rook edge around the top, and add vent 3do's to the top of it). If you want to enter the building tho, I would stick with sectors and cleaving.
And on a side note: Fog
Friend14, Spiral and myself - all have used the idea of mipmap fog with some decent results
( the only problem I noticed on my old computer is that when in JED- F6, and change the 'MIPMAP Distances' and '3DO LOD Distances', it does "look better and more real", but lowers the framerate noticeably )
Hope some of this helps?
ps> Money*bie: What urban city level is that in your screenshot w/ police car ?
( pretty good job of texturing I would say ) =D
Good luck.