Now, not relating to the trees, here's my thoughts on the map. Some people cant take CC very well so I set that in a spoiler, however I advise you take a look at it if you plan to make future updates.
After playing around in it a bit, theres some rather big issues that would make it not work well for RP servers running things more organized then DarkRP. Biggest thing is the scaling. The roads are extremely narrow and some vehicles dont even fit in one lane. Same with the parking spots. I cant fit most cars into them. I suggest making your roads at least 384 units wide, 512 preferred for heavier traffic roads. I do realise that this is based on Denmark(?) though so if there are tight ass roads where mirrors are commonly lost there, ok it makes sense.
The buildings are another thing. Especially the stairs. I dont know if its different in denmark, but most places in the world have standards for stairs for the rise and run. In hammer, the textures for most stairs are based on 8 units rise and 16 units run so like this:
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You have it at 8 and 8 which is ok for buildings that are pre 1900s. It just doesnt look all that great. Another thing I noticed about the stairs is you have nothing under them. They're just kind of angled planes. Close it off under the stairs or put a cubbyhole under them.
The water texture you used is cheap. Its intended for development. Try using something that has a reflective surface. it will help your maps appeal so much.
Your use of the FarZ plane and the fog drives me nuts. Im sorry to say that but it does. I realise in order to get the 110 fps I get in that map, you have to do that, but theres other ways to optimize a map. The fog colour could have been though a bit more into. If you look at Sgt. Sicknesses Evocity2 and v33x, thats an appropriate way to use fog and FarZ if you cant find other ways to optimize.
Your lack of a 3dskybox is concerning. I understand you're using FarZ which can make seamless 3dskys look bad, however adding some far distance cards (like the mountains in ep2 or the hills in militia) can really make your map feel wide and open, even with a FarZ. You didnt put anything around the edge of the map though. Even a simple double or triple layer of tree cards would have been better then walking up to the void.
For the good points because I like to save the best for last :) there's some very nice features in this map.
The biggest thing I noticed was your natural land. The trails and forest in particular. They're VERY nice. I mean, you could have probably used a few different tree models, but still, your work with displacements was well done. It was actually quite fun exploring the trails of the forest. Its kinda inspirational actually for future maps ;)
The next biggest thing was the amount of detail put into this map. Everything from the big trees to the tiny ferns and all the little bits and pieces in the city make the map feel more realistic (without doing and of that hd shit people seem to be doing nowadays which imo looks horrible in the source engine and just doesnt work).
The fps I'm getting with the amount of detail in the map is fantastic. People with slugs of computers can play this map as well as servers that take a lot of fps such as complex RP scripts.
All in all, its a decent map. I cant see it being used on complex RP scripts such as OCRP and PERP mainly due to the layout and whats available, however it would be a great map for DarkRP and maybe survival type RP as well. It seems fitting for DayZ tbh. So good job. Keep working on your mapping skills and experience cause you're doing pretty well thus far.