Some minor recommendations for the future. This is good, and I feel like with more practice you could be a professional. Just gonna talk about aesthetics for now rather than gameplay design.
One thing to consider is capping off the edges; that is, either placing buildings or unclimbable hills at the edges of the map. This prevents players from escaping the map and also stops the map looking like it's a LEGO baseplate hovering in space. As far as road continuity goes; it shouldn't be a massive deal for maps like this, but maybe you should try pull the geometry from Half-Life 2's road tunnels and put them on the edges of the map.
One thing you might consider is the way two textures translate into each other. You've used a lot of smoothing, which is alright for stuff like dirt, but generally you'll want a harder edge on roads. One thing I think is nice is to put fences or other material on top of where two different ground textures will meet, which averts eyes from the transitions and has the benefit of adding additional detail to the map. I dunno how advanced your texture painting tools are, but you may also want to try doing several layers at different opacities to break up the texture tiling; adding minor detail detail or rocks via textures will make the map look great.
Last thing; I don't know much about the gamemode, but I would say you should add a bit more detail to the large empty areas of the map. Nothing huge like windmills, but stuff like rocks, trees, fences, wheat crops etc (whatever fits the map thematically). It helps plays feel like they're traversing a large map fast, as players really dislike having to cover huge spaces and feeling like they're getting nowhere. It also adds "map markers"; elements players recognise that they can use to tell each other where they are. For example, it's always nice to say "Hey, I'm over by the big statue of John Travolta looking like a cunt".
But yeah, really coming along. Keep making maps and having fun at it. Doing WAY better than the people in my game design college.