Just a couple of notes on the technical side of things: You'll typically want to package your map as just a .bsp file, rather than a full filepath. Maps are also typically compressed in the .bz2 format, because the server software can handle it well. If you want to include custom materials, models, sounds, whatever with your map, you'll need to look into
file packing. Basically, you can package files into your map file, meaning players will get all of the custom content while only having a .bsp file.
Also, you should put the gamemode before the name of the map. Instead of quarry_inc.bsp, use ctf_quarry_inc.bsp. Better yet, start giving your map versions names - if it's the first alpha release of your map, call it ctf_quarry_inc_a1. To add to that, don't rename your bsp after compiling it; rename your vmf (and save a new version of the map after every release!). Renaming the bsp after release breaks things.
One last thing: there's already a rather popular
KotH map named Quarry, as well as a
ctf map from years ago called Quarry. You should rename your map to avoid confusion.
As for the map itself, it looks pretty impressive for your first map! CTF is generally a difficult gamemode to get playing well, so just be warned that people probably won't like it. However, there aren't any huge glaring flaws that I could see with the layout, which is already a pretty big achievement for a first map.