I downloaded the map's VMF and took a look around, here are the problems I see.
Entire map is way too open, there's little to no cover and there are sight lines galore, especially sight lines leading directly into each of the team's spawns.
With the singular light entity you have in each room it makes the map very dark in the two buildings you made.
None of your pickups are marked using an overlays, this is made using the
and selecting a texture in the texture browser. Most pickups are marked using patch textures, so you can search "patch" in your texture browser to find a full list of them. Once you find one you like you can click on a brush to put it into your map. If you have any more questions regarding this please check out this tutorial by UEAKCrash:
All your player spawnpoints are not at least 1 unit off the ground, when a player will be spawned, they will be spawned stuck inside the ground.
Your spawn room visualizers do not have the No_entry barrier texture, so no one can see where the re spawn room barrier is located.
You have none of the required logic for the CTF game mode to work in your map. This means the game does not know what gamemode is being played and instead is just having the flags to pick up and be carried and will not grant any points, crits, etc. to the team who captured the intel (this also includes all your doors and respawnroom barriers being broken. I suggest next time directly copying the logic from the ABS Resource pack's gametype library and learning what these entities do before making a ctf map.
None of the roofs have clipping, any blast jumping class can easily camp the balconies overlooking your courtyard if they aren't immidiately killed by the snipers as soon as they walk out of the door.
One final thing to note is your map's naming scheme, Alpha (a1, a2, a3,...) means its a new map and still being built up, Beta (b1, b2, b3,...) usually refers to a map nearing completion with detailing, soundscapes, and refined game play, and RC (rc1, rc2, rc3,...)means the map is considered fully completed and ready to possibly have a chance at being added into tf2, See Crash's naming scheme video for more information:
As of right now I'd suggest changing your map's file name to ctf_redvsblue_a1 for future reference.