interesting concept. you should make a visual difference between the only flagger collide poly and the OPC polyswell the entry to the flagplace is marked courtesy of your signflag.bmp from crucifix and now I have marked the other two as well.
I think this map will be hard to cap because the flag place has only one entrance that can be shot from everywhere, and you buried the flags, so you cannot shoot them out :(
nice use of bouncy polys near the spawns to make players use the upper route
also, I noticed you can throw the flag back to your spawnplace and be a protected flagger
will you reactivate #soldat.mapping?
I like the fact that it requires a lot of teamplay to get along here but I am not a fan of dark backgrounds since it's hard to see enemies (depending on their skin) and it's also a pain to play a dark map when sun light is shining onto your screen. You could always force the bg color though but many ppl. are not aware of it.During playtesting we landed around 3-3 caps wise so its a bit like Laos and the whole map is a concept of forced teamplay, you can technically cap yourself but its way to slow. About bg color finding an optimal bg color that suits everyone is futile which is part of why I implemented forced bg color, so in this case I just stuck with the theme.
About the flag throwing:
the only way it would make sense to throw the flag to is the upper route since you can't really throw it far enough to the lower route (it's quite near to the spawn point) I don't think that you have a real chance to make a cap through there (unless someone is waiting just in the right time)
You can't really make a far throw on the upper route as well but it's much harder for the enemies to get there.
I'm not sure since it's always hard to judge on a map when playing alone but I think it might be a bit too hard to cap here!