I knida guessed what you’re trying to do , but i wouldnt use an array modifier for it
try Using 2 curves, one for the direction of the road, one for the surface,
for example we have 1 curve called “roadshape” and another called “roadpath”
go into the properties;curve;geometry, tab and in the “bevel” option, select the curve “roadshape” now this curve(or path) will be extruded along the length of “roadpath” now you can change the various options (uv levels, subdivisions, and resolution) and also edit both curves in edit mode as usual. which means it can be extruded and rotated like any other path.
now… when you complete the section of road you need, I would duplicate it (in case you wanna change it later) convert that new extruded curve to a mesh (alt-c) now edit this mesh for UV wrapping, texturing, and other fine detail modifications… now use the origiginal unconverted curve with your curve modifiers, so you can add streetlights, signs, and other “repeating” roadside features you could even make the white paint lines in the road, from long rectangular planes repeated using the array and curve modifiers
This should allow you to get beautifully smooth yet detailed road shapes without using array and curve modifiers on square blocks to get the road surfaces.
There’s also the taper curve option(next to the bevel option above) which you can use to vary the width of the extruded curve (and therefore the width of the road) by using a third curve as a guide… I hope this is explained correctly as my english is not great.