To start off, the small platforms in the base is rather confusing. They're perfect examples of 125fps jumps. It's impossible to reach them with a single circlejump from flag unless you got stable 125 fps and you're playing online. You need 142 fps to make it offline without pmove fixed set to 1. (in VQ3, it's easy in cpm) I suggest making it easier. It's useless for attackers with 2 defenders on their ass trying to reach them. Strafing in the middle of a battle is alot harder then in the comfort of your own home (singleplayer

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Felt bored, so instead of drawing shit in photoshop, I simply made my ideas in radiant for easy understanding.
Starting off with MH room:
I like it, but right now it feels too easy for attackers. Teleporters are freepasses up a level, and a defender would have problems fending off several attackers at once. My suggestion is swapping the teles for a jumppad. This makes attackers spend more time and let's defenders catch up and intercept.
Also, this room looks perfect for regen now, and I suggest swapping MH and Regen.
Regenroom:
Now MH room. I suggest removing the pillars. Objects like this is incredibly annoying when you're trying to gain speed, and IMO it doesnt add anything to the gameplay.
Stairs:
There's a lot of IMO unnecesary stairs in this map. You add small heights here and there for seemingly no reason. Here's an example.
The PG ledge slows down all movement coming from base through it and from mid. It's annoying, and I'd rather see it levelled. Also, the jumppad right now feels a bit out of place. I suggest moving it like this, to make it "safer" to use and not so much in the way for anyone coming from mid.
Quad:
When you added the new route below mid, the quadposition felt a bit awkward. Also, the holes and supportbeams you placed on the toplevel is rather annoying. You fixed much of the losproblems in mid by simply adding that lower route, because now anyone whoring mid wont control the entire map, and flagcarriers can simply escape downstairs. I suggest something like this for the upper midarea/quad.
I know im going a bit back and forth, but ctf requires a lot of thinking and I change my mind all the them. Will prolly change it again when you release a new test.

One quick final note. When you design a base, think about a defender that has to report where a flagcarrier is escaping. "Flag going high" "Flag going low" Flag going mid".
The left path makes it hard to report high/mid because he can go both after passing the wall without flagdefender knowing, but you should just think about this when you create something new. It's more of a pointer then anything