I've been playing Team Fortress 2 a lot lately. There is a distinct lack of CTF maps. Theres 2Fort, and now Well. Unfortunately Well doesn't seem well suited for CTF. Odd, since the original Well from QWTF and TFC was a CTF map, but the changes Valve made to it to suit their CP gametype makes them map way too large for CTF. Everything is really spread out, running back and forth takes ages.
Er...anyway. Its a bummer. So I was thinking about my own map. 2Fort has also changed from its original design. One major change was where the capture point it. In the old TF games, the capture point was on the sniper deck. If you had the flag you needed to step out on the deck to cap, which gave enemy snipers one last chance of stopping you. Now in TF2 the capture point is in the basement, you touch the other flag. It makes sense, but that means as soon as your flag gets taken into the enemy base,..goodbye, its as good as capped.
So with this I thought of a 2Fort-like map that would bring back that "last shot", while still having the capture point being the flags.
Quick mockup made in SketchUp:
You see the 2 bases are towers. A bridge connecting them, fall off the bridge and you'll find an alternate entrance. The flag room is at the top of the tower. The bright blue window is made of bullet proof glass. This will give engineers on flag duty something to look at (the battle raging below), and for those cunning types they can peer across at the enemy flag room and relay how its set up to their teammates. You know, "Sentry above back entrance" or whatever.
The two lighter blue "windows" will be openings. Inside the tower will be ramps leading up to each level. To get to the next ramp you have to run past these openings. They function as sniper decks, like 2Fort has...only this one requires the flag runner to get past them as well on the way to cap.
So yeah, thats the basic idea I had. Make the bases relatively simple to navigate. I may or may not try turning this into a real map. We'll see.