I'll provide some clarification on the design of the map.
It's a single-flag CTF map which means the flag is neutral and both teams can carry it. Each team's capture zone is at the opposite teams spawn area. This is commonly refered to as Football CTF.
I wanted the map to be a fast map. It takes only 45 seconds for a scout to spawn, grab the flag and cap it. The problem with this is that it makes the map scout-favored and potentially bad for the slower classes. Additionally, it's possible for one team to control the enemy's spawn room while a single runner quickly finishes the game by running the 20 second path between the flag spawn and cap point.
So to offset this I took two approaches. 1) Sacrifice to cap, and 2) The fast routes through the map are wide open.
What the sacrifice pit does is reduce a team's forward count for each cap. This gives the other team a minor chance to regain control of their end of the map after a cap.
By keeping the fast route through the map open, the player has to decide if he wants to risk being in the open for the fast cap, or take his time by taking the slower covered routes.
The way the spike pits are design is this: There are 3 brushes stacked inside of each pit. The top brush is the "capture zone", making sure it is deep enough into the pit that a scout cannot double-jump out after a cap. The other two burshes occupy the same space below the capture zone brush; one is the "hurt brush" to kill the capper and the other is a "flag reset" brush should the flag fall into the pit by being dropped intentionally or the carrier being killed over the pit.
The catwalk/hallway above the flag spawn room that splits the map in half is intended as a sniper/spy playground. The windows are not currently intended to be passed through, but feedback may change this. If I keep it as a player clip, I will need to add graphics make the "no passage, but shoot through" make sense (like the broken window frames on the sniper decks in Well).