a350....
I agree with the advice given...
Scale and size is all relative. For example: I have huge levels.
In my levels the avatars are very very small.
So to make the system work, all I do is set the distance that the camera is away from the avatar....
That's it...
My levels push 3dgs right to the maximum size limit...
If you want to test the actual size limit of game studio... simply scale your ground terrain up until you get an unable to compile error.
Of course you will want to increase your level compile size in the compiler to max it out too...
3dgs is capable of very large levels... My latest project, "Isle Royale" encompasses one ful degree of latitude and one ful degree of longitude of the earth about 60 sq. miles...
If I could scale my avatars smaller and then therefore also the terrain I would then reduce the camera distance and I would be able to use even a larger terrain...
Unfortunatly my aratar size is already so small that I can hardly see it in WED even when I zoom all the way in... it is just a tiny spec...
What you simply need to do is get the proper distance from your camera to the avatar/crane set....

What concern me most abut your post is your compiled level size of 120 meg...
I think that you could reduce that size considerably and then your project would run even smoother and with a higher frame rate...
My first guess is that you should look at your textures...
If they are not .TGA textures you should revise them...
Shy away from .jpg and .bmp files for textures... They expand your model file size greatly and reduce frame rate...

One last bit of advice... if you find it difficult in getting around your level using WED, try locating objects in WED just for moving around in WED quickly.
Locate the objects then make them passable and invisible so they don't show up in the completed running project.
Then while working in WED use the "Go To Object" option... That helps get around in WED quickly... Just right click on the object in the stack and choose "Go To Object"
More questions... Just ask...