I hate to say it, but the textures need a fair amount of work. A few things to look for are
-tiling- everything but the cieling texture tiled pretty obviously (from the seams in the rug, to the knots in the wood- remember, even if the edges blend well, anything at all recognizable as a tile, repeated many times, will make it look tiled) obviously the ceiling which is suppsed to be tiles was the smallest problem in this case, but I would have made a group of tiles (maybe 3x3) so there’s some variation between ones that are next to each other.
-wear, and naturalism- everything is slowly wearing down all the time, to different degrees- some of this, like stains that inevitably appear on rugs, can (and probably should, if the texture tiles instead of filling the whole floor) be done with decals, but it shouls show up at least a little on pretty much everything- for example, the ceiling tiles are perfectly square, with perfectly sharp edges- they should have slightly rounded edges, chips from corners, scratches, and so on (and for that matter, the normal map was totally flat except for the edges, there would probably be roughness, and especially curving in toward the dots, which I assume are the holes that many ceiling tiles have)
-The carpet’s normal map was almost completely unnoticeable, and when visible it’s kind of abstract, and looks more like a rock than a carpet- something with roughness as fine as a carpet probably shouldn’t have a normal map at all, unless you’re going to use one high enough res to pick out the individual fibers (and then it’s probably too high res to be useful in-game, and too small to be visible unless the player is very close up)
-the road’s normal map could be far lower res per bump, and tile much smaller (IE many fewer bumps), and still look pretty much exactly the same- and meanwhile, the diffuse was very noticably low res (especially compared to the normals)- you could probably get away with a diffuse this low res if the lines were straight, but the random stray pixels make it very noticeable. Also, cracks and wear would be good.
Also, especially in the case of roads, a specular map is vital. The paint is reflective, which is very important, but also remember that roads are made of crushed rocks, and vary in specularity a fair amount- this causes a bit of sparkling under light.