This is quite a quaint little map. I like it! The geometry is very detailed and each building seems to have its own personality. It certainly feels like a map built with care and attention to detail.
I'm currently working on an urban map at the moment, and I appreciate how difficult it is to texture a 'real' map with a palliate geared towards fantasy environments, but in some places the texturing felt somewhat 'wrong'. To be fair I think that you did the best with what you've got, but some of the stone textures looked a little too large for the buildings. Mixing photographic textures with artificial textures tends to make a map feel a little unrealistic. Try to stick with a 'theme' so that your selection of textures doesn't clash.
Lighting is very important in making a map feel real, and I found your lighting a little too white and intense in places. Trying using a more yellow light (As a standard light I go for 255 255 192) and lower the radius, try using lots of smaller lights and use shadow to add a better feeling of depth. If your map feels too dark and patchy you can always increase the ambient to give your map a boost and reduce the contrast between light and shadow.
I also felt a little disappointed that all of the rooms were empty. Perhaps it's a little unfair of me to say so, but as your map is classed as artistic you needn't worry about keeping the map so free and open. Just add a few map models such as tables and chairs, or build your own using cubes. If you try to give every room a theme or purpose it can encourage players to explore your map more.
I always like a map to feel 'contained' too. The sudden drop at the end of the road makes the level lose a great deal of realism. Finding a neat way to close off a map is always the most challenging, but it's very important in making your map feel solid. It may be a little late now, but with future maps it may be a good idea to use the height-mapping tool to build up some mountains to act as a background to your map and add some depth before you start building. Alternately you could create some form of road block to cover up the sheer drop.
I know this may sound like a lot of criticism, but relatively speaking they're all very small issues which are easily corrected. Generally I really like your map and I hope that my advice helps you to make it even better.
Great work!