Map feedback now.
First thing I've noticed... you need to create a map specific localization file, called for example pr_madain.utxt(which will be placed in mods/pr/localization/english) and add there all the flags and their aliases so the player in game will see the flag alias, not the strange looking flag name code.
Its better to create a separate file than to append the original prmaps.utxt. This way, the guys testing your map will not have to mess with the original pr files and it will be easier for them to uninstall the map files.
Ok, been there and heres my feedback ( I am short on time, so bear with me, It's been a flash test).
1. You seem to use very little or no road intersection at all, and this is very odd looking. You use pavedlane road template and for that are road intersections to use (they are as statics and I think they are located in pr/roads in the editor)
There are some awkward wall closures like closing an ark with a brickwall, and that looks strange:
Do not use russian apartments on a middle east map. Its not good for the client performance ( too expensive for little gain). Theres a topic somewhere explaining that its a good idea to use middle east statics on a middle east specific map, regarding server performance. All middle east statics use the same texture palletes.
This water is killing my eyes. Just copy the water.con from any map you like and use it on you map
I am afraid you need to rethink the plane crash area, or maybe move it outside the city. ATM we ahve no statics to at least try to replicate at a minimum realistic level a plane crash inside a buildup area. Its just looks artificial.
Imaginative, but whats behind it? it looks very odd
You use a lot of burning wrecks with fire&smoke effects. You need to alter the terrain arround the wreck to simulate an explosion and stuff like that. On the map, terrain looks mint
I think it would be a good idea to increase the top tiling on this texture, it will make it look better
You need to create a file called tmp.con in your server.zip and on that file add one of the following values
terrainculler.basecellsize 256
512
1024
2048
test which value suits best and use it. Terrain morphing its just terrible. SS below show the same area, 50 or 60 m apart
You have a lot of open areas like the following

Poor talibans will have no chance against US, being asymmetrical as it can be. Simply, it needs more cover inside the city. Think at op marlin. That city is a bluefor nightmare.
now, you have a lot of work ahead, and more over, being the fact is getting tested, things are getting serious. You've done a good job so far.