In my opinion, the gamemode is no object in this equation; what matters is whether the decisions made by the gamemode designer and the decisions made by the map designer combine to create a good result.
Katsu even alludes to this:
Saying that it's a flawed gamemode is misleading, of course, but it distinctly has value, because the gamemode's flaws should act as the map designer's guideline for what their design needs to fix. In that sense, I'd say that saying the gamemode has no flaws is even more harmful.
Now, with that out of the way, here's a quick analysis of RCTK:
Reverse CTK is a derivative of KoTH - or, at any rate, it uses its timers - so, we can assume that the gamemode will be most exciting if the objective is changing hands often.
But, it's also a derivative of CTF (you must steal the flag from the enemy base), so we know that attacking the enemy base must be part of the gameplay.
Here are some factors that arise from that:
- The fact that you're attacking the enemy base is a challenge if your map is designed like a conventional KoTH map where your team's base, mid and the enemy team's base are separate arenas.
- This is because after the enemy team wins the fight at mid, you have to first defeat them at mid, then at their base in order to regrab the flag.
- Well, having to win two teamfights in a row to gain permanent objective progress is balanced as stated in that guide you wrote, Tiftid! What's your problem?
- This is KoTH. No objective progress is permanent, because once you grab the enemy flag, you're stopping their timer and starting your own - essentially reversing their advantage / the progress they've made.
- That's why normal KoTH has you grab the flag after just one teamfight - the one at mid.
- Therefore, we need to make it so that you can grab the flag after just one teamfight, but it's still stored in the enemy base.
This is essentially a long-winded explanation for why Katsu said the map is too long.
Shorter maps tend to perform better, because by virtue of winning the fight at mid, you're automatically able to push into the enemy base and grab their flag in the time they spend retreating.
But shorter maps aren't infallible.
They work in the reverse, where the team who wins the
initial teamfight at mid will be able to push forward and spawncamp.
This means that the other team has to win one fight to get the spawncampers out of their base, then another to push into their base and capture the flag.
So it takes you back to square one, in a way.
So, just making the map shorter will not immediately make it a fun RCTK map.
But something I think would have a way better shot would be a layout where spawncamping is impossible:
By having a direct route from spawn to mid that never links with a lobby, and never interacts with the capture point or the other route to mid, it makes it essentially impossible for the enemy team to push past mid and into your base, since if they try pushing down one route, you can use the other to get behind them for an unsurvivable pincer attack.
And, if they try pushing both as two equal groups of 6, you can waterfall one as a group of 12 to totally overwhelm them.
But this also works in the other way, Tiftid! It makes it too hard for the enemy team to push into your base when you own the flag, since you can use the route from spawn to mid to "get behind them for an unsurvivable pincer attack!"
Well, no worries! Just lock your team's route from spawn to mid while your team has the flag at your capture point!
The real issue I think this layout could have is walk times. With 7 seconds from spawn to the point, it wouldn't actually be that much shorter than your average KoTH map. That means that if some enemies survive the attack on mid and stall you until their teammates respawn, they can manage to get a proper defense of the CP, like an A/D point with a forward and backward hold.
This is why I chose a massive 10 seconds for the respawn wave time - it makes it a
lot harder to stall for long enough for your teammates to respawn.
Couple that with intelligent map design, such as a very wide, hilly mid that's difficult to prevent players moving through if you're not holding each individual entrance into it, and you could make a map where the flag changes hands nearly every fight of every round, and point defenses will only happen with intense skill and a lot of correct decisions made in a row on the part of the players. In other words, the very core of fun KoTH gameplay.
The rest of the issues Katsu has are mostly to do with class balance, i.e. how your areas are sized for combat. In the interest of keeping this response short, I won't repeat my 16-year-old self, and will instead link you to
this guide which he very sensibly wrote back then, knowing it would save his 19-year-old self a lot of time and effort down the line.