Ok, so we played this earlier today.
The gameplay is pretty solid, is fun going back and forth. The intel setup works a treat. A few comments though.
The map is small: Which does mean players get into combat quicker but it also means your map will suffer from gameplay/visual monotony. combat was samey and i can't imagine playing more than 20 minutes before getting fatigued.
The initial battle over the intel generally dictates the winning team for that capture attempt, unless an sg wipes the remaining players between defender death and respawn. The carrier can normally get to the cap point before the dead respawn/defenders respawn and manage to intercept them. Also, an engineer barely gets up a level 1 sentry and dispenser by the time his team wipes and the attackers are capping the intel. Give or take.
I would not resolve this with faster spawn timers, they are already sufficient. But creating a 'go between' between the cap zone and intel location. Which will resolve other map size related issues, and also provide sentry defence intercept locations, and make the teleporter a less redundant piece of hardware. You can afford to do this with invade mode ctf, as opposed to regular ctf where it poses a respawn layout issue, which also involves the gameplay mechanic of an assault into the base, past defenders, and another assault out, past the respawned, refreshed and aware defenders; whom can also track the carriers movements on the HUD.
Secondly; the first floor in the cap room sits 256 units above the ground floor. This is a fair height and really stands out indoors, especially for a player to climb a straight sets of stairs. You might wanna lower the floor to 192 units, but still retain the room height. 2fort's ramp room is a comfortable height in regards to catwalks.