I've taken a break from Cities: Skylines 2 to give Colossal Order time to address its many issues, from performance problems to bugs to critical systems not working as intended. There's a lot of work still to do. I've also been waiting for editor tools, which is essential in a series that places such significance on mods. We've now been given a glimpse of the tools in action, which will be released «soon», though no specific date has been given.
One of the big differences in the sequel's tool set compared to the original is that they're now in a unified editor, allowing you to create custom assets and new maps without jumping between different editors. It also just looks surprisingly accessible, so when you're creating a new map you'll be using a lot of the same tools as you'll already be using in-game.
Maps are the focus of this first look video, which suits me fine, since Cities: Skylines 2's launch maps really haven't been doing it for me. There's a lot less space for building than in its predecessor's maps, at least in terms of the percentage of space available, even though the maps are significantly larger. Cities: Skylines 2 also makes it impossible to make an aesthetically pleasing city if you don't have a completely flat area—even a tiny hill creates all sorts of visual anomalies—which is extra frustrating when all of the maps are so bumpy.
We do get a quick look at some asset editing, though, with props being added to existing buildings. It all looks manageable enough that I'm thinking of taking a crack at making some stuff myself, though just like with the original game I'll be relying on modders to make much cooler assets and tools so that I can make my perfect city.
Obviously, though, it's a shame
Read more on pcgamer.com