I think its a trick of the eye caused by the way I've made the edges of the road darker. It makes it look like it is pillow-shaded cylindrical, when really its flat. So I suppose that's the thing to correct. Now that I think about it there's no real reason why it should get dark like that, except for a bleaching effect from the sun effecting the top-sides of the road, and not the side-sides, ie the bits within cracks and edges of the road.
I'll rework the "shading" of the road in an attempt to remove that cylindrical effect.
@snader: thanks for the refs. What I'm going for here is a much more destroyed road. Something which has existed through earthquakes, nuclear attacks, etc. Post-apocolyptic.
@Adrian: yeah I know, the abrupt end is temporary; I haven't worked on the transition tiles yet.
@Indigo: thanks man
Thanks everyone for the comments and debate
EDIT: oh and @Sohashu: I'm developing it currently in Multimedia Fusion 2. It uses keyboard for movements, and mouse for aiming/shooting. The aiming system is actually quite neat; the camera shifts to focus on where the player is aiming. The story would be the least worked on aspect of it; it is set roughly 5 years after a nuclear war has decimated the world's population. You play as a "normal" human. The world is rampant with robots, ruins, mutants and environmental hazards which must be overcome. At this time I believe the game will have a story/setting driven gameplay style, as opposed to a mission/level structure. Sort of like Half-Life. But still early days to be deciding all that.
It just started out as a coding demo that I was doing some simple graphics for, but grew into an actual game from there, mainly due to my overzealous execution, hehe.