It always feels odd that the intel is on the near left wall rather than the far corner of the intel room. I just thought i would mention that. I keep thinking the need to jump down (i'm a ventilation shaft whore) towards that far corner then suddenly as i leap over the fence it's there on the left hand side instead.
Your base is still a honey comb/catacomb of doorways and ledges which makes it so very easy to escape, especially if on full health. There are so many optional routes to take in the base you're bound to pick one undefended, and then there's always the oppotunity to change route on a whim if it is.
I guess considering this is regular ctf mode this is a good thing, since this was always 2fort's issue. Grabbing the intel was hard enough given the significant choke points throughout the mid base area, and getting out was an even harder problem due to the 2 narrow corridors of death.
I wasn't a fan of the catacomb design but then i'm just a 2fort fanboy so i should probably just learn to live with a different ctf map design. I just think that defenders should be given the oppotunity to intercept a flag carrier, and this just isn't viable on this layout design, as it's almost impossible to predict what route the player is escaping, and even harder to catch up since the spawn is at the back of the base, rather than its flank. Which was otherwise always a solid mechanic for standard ctf play.
Since entering the base is now as easy as escaping it, it doesn't seem as balanced as it might sound. My experience being that unless you run into a pocket heavy or chose to go the route with the camping demoman, pretty much every incursion is victorious.
edit: On another note, the scottish resistance as a weapon is the most useless alternative weapon besides the passive razorback. The sticky launcher is superior in almost all aspects of TF2 play. Your map on the other hand, really compliments this weapons dynamics. It's a shame this map didn't come out on the war update.