I currently am too busy to test the map, but unless the map is...more modern of a map, then paved roads outside of towns are out of place.
If it's more medieval then there should be dirt roads outside of towns as this is consistent with history, and gives the map an overall more professional feeling because you are keeping consistent.
That's just my two cents. I'll take a look at the map rq and edit the post for further info.
EDIT: Okay couple Terrain things here with just a quick scan in WE:
Mountains: Blizzard cliffs are vomit-inducing. Create more natural-looking mountains and hills with the "Raise" tool. It'll take a little more time, but it will look 10 times better with JUST that. Then what you do is you can either: Make a specific tile unwalkable (Most people use Rock Tiles), or set up an assload of pathing blockers around every mountain. (I would advise the former)
Water: Couple things here. First of all, the normal water color sucks. But that's the least of your worries. The biggest would be the blizzard cliffs at the edge of water. Solution? ROLLING SHORES (
http://www.hiveworkshop.com/forums/g...-shores-29389/). It will take a little longer, but once you get used to it, it's only a few minutes difference, and it makes the map look much, much better. Note, for deep water, you may have to raise the terrain a bit first if your "Cliff Level" is lower than 4. Also, water isn't normally in a perfectly straight line. But that's completely up to your map's story, so I won't say anything other than that.
Destructibles: Dear god. I'm sorry. But...horrible use of destructibles. You filled up almost 1/4 of the entire map with nothing but TREES. You've almost hit the destructibles limit already, and a large portion of the map isn't completed. I'm sorry to seem rude, but it just seems to me that you were being lazy and didn't want to terrain everything. if that is the case, make the map in sections. Do it bit by bit, or, if that too is still overwhelming, make the map smaller. Especially if it's only a 2 player RPG, you really don't need it to be 256x256. You could probably get off with much smaller, and achieve a better result in the end (Looks more professional, smaller size, faster loading, etc.)
Variation: While having one fluid tile may look good to a perfectionist (And I would know, I had to forcibly remove that thought from my own head a while back), or one "type" of tree on the entire map for the same reason, Naturally, this is wrong, and it is a huge turn-off. Oh, and Lordaeron Summer is the worst tileset ever, even customized. It's the ugliest shit ever. But, if you add in tiles from Ashenvale or Felwood sets, you can salvage the terrain a bit. But there is no "completely solid mass of trimmed grass" anywhere in nature. There's short grass, long grass, weeds, shrubs, dirt patches, rocks, etc. etc. You should really add in some tile variation.
Height Variation is also important. You've got those ugly ass Blizzard cliffs everywhere, but that isn't what I mean. I mean hills and valleys. Unless your map is based in Florida, it shouldn't be flat, ^^
Anyway, if you have further questions, feel free to PM me and I'll be glad to give you some more tips. Though I won't terrain your map for you, sorry.