This map would be functionally the same, if not better, without using a flag. The flag has no sense of urgency in this map (ie, teams don't really care about killing specifically the flag carrier because they cannot instantly capture the control point, effectively making the attacking team entirely useless without a flag carrier); The layout is built much more with standard A/D in mind than what A/D CTF can bring to the table. Aside from the flag though, I think you should add more space between BLU spawn and the first point. It's just too close for an A/D map to be truly effective in its design.