From the party's perspective. Their impression will vary dramatically if they enter one of my cities by ship vs the north gate, the west gate, or the east gate.
The west gate is the most expensive part of town; it has the freshest air. The streets are big enough for two large carriages to pass and leave space for pedestrians. The roads are paved, tree-covered, and have lamps at regular locations. Privacy fences keep out the riff-raff but not the scent of the exotic flowering plants.
The east gate has the tanneries and slaughter houses. The scent would be completely overwhelming except that anyone approaching from the east has been aware of the smell for more than a mile. The sounds of unhappy livestock provides the auditory undertone, while the area seems as active as an anthill. Despite the smoke from charcoal kilns that choke teh air, the smells of blood, offal, and tanning agents refuse to be overwhelmed.
The north gate is the primary mercantile path. The roads are quite wide but still chocked full of caravans entering and leaving. Taverns and brothels line the road. Some are open-fronted buildings so the teamsters and guards aren't slowed by any pesky doors. Barkers work the streets, selling warehouse space & grain or asking to buy things.
The docks are a city unto themselves, with the eastern end full of dives suitable for shanghaing a crew, the north side warehouses, and captain's houses to the west. Deck apes sing rude tunes to keep time as they unload cargo. Depending on the wind you may catch the smell of fresh cinnamon from a spice ship or fish guts and offal from a fisherman. Guardsmen, accountants, and tallymen keep a close eye on the proceedings and truncheons close at hand.