Hi, here are some further thoughts and experiments.
Road types and intersections:
It's probably simpler to use uniform width roads initially anyway. Here is one hack attempt to do the roads with edges and center dashed line. The dashed lines could be made to go to the center of intersections by using another object with this setup, although i realize that's not how intersections look. Any look can probably be achieved with some thought. doing the drawing with polygons could be a cleaner idea possibly.
dropbox.com/s/kpdxx2xge14fztx/road_gen.capx
Different levels would probably be easier with 3d polygons, but those don't really exist in construct. I see you did a layering+zelevation way of doing it in your other posts though.
Also, by drawing roads in game, i meant it as an idea to make a dev tool in your game to make placing and designing roads easier for yourself. They could be used for the player to utilize later i suppose, but primarily it would be so you wouldn't have to do it all in construct's editor.
Finally here are some tests about dealing with a large amount of roads. I wasn't going to design all that but i did find that i could get real road layouts with Open Street Map. It lets you export an osm file of the current view. It's just xml inside, and i could convert the relevant parts to something i could parse in construct easier.
dropbox.com/s/rxus2szbpsfzlrv/loader_and_plot.capx
That's clearly a lot of sprites to draw, so I scaled it up and did an initial first pass at splitting the map into grid chunks, and only drawing the chunk the player is on. Normally the transition would be seamless, but it was only a rough test. I wonder though if Construct's built in hashing would be acceptable enough.
dropbox.com/s/bya1jhzdtkrrufo/loader_and_plot_gridhash.capx
Anyways i thought those capx were fun to share. I do think i missed the mark in making something completely useful. Hopefully it's helpful or interesting.