There's a difference between having a fast paced map and having scout rushes: what you want is for there to be a chance for teams to pick up the flag and escape with it, with conflict over the flag, but what you definitely don't want is scout rushes: scouts run in, get the flag, and leave, without much conflict at all, turning the map into either a camp fest or a scout race. It's a fine line to run, unfortunately. In melee ctf, as the scout can easily outrun other classes, once he is out of melee range the point is effectively won. You might want to think of ways the team with the captured flag can catch up to or slow down the escaping team.
Through extensive (forced) playtesting with a few friends, this has proven to be the primary problem. Everyone's battling it out in the middle and you're the sole defender as a hoovy. You step out of your intel room for just a second, when suddenly, you get sandman'd, and a scout takes the intel and heads through the water.
What can you do about it? Absolutely nothing. Maybe you see a spy rush in and you charge at him, only to get elegantly sidestabbed. With all of the different routes you can take, it's pretty tricky to stop an intel carrier. On maps like 2fort, (please don't ban me for making a comparison to 2fort) scouts are often forced to take one route because of things like sentries, camping demos, and defenders. With this, the scout can just outrun all of that.
I've come up with a two possible solutions.
-Make more chokepoints that make the flag easier to defend
-Add a significant speed debuff to the flag carrier
I'm not sure if the second one is possible. I'm most likely going to at least try to implement and then continue playtesting.
I think it would look nicer with more props and signs.
I am going to add props, but I've got a long way to go so that's not necessarily my first priority.