You didn't package this one correctly - as is mentioned in the packaging guide since quadropolis has traditionally focused mostly on Sauerbraten the guide also does so; different cube-engines have different directory structures - so it's "packages/maps" for AC, not "packages/base" as in SB.
But what you really shouldn't do is use captial letters (uppercase) - you put files into "Packages/Base/" which is not right in those two ways I explained.
Then you also put in the mapshot - that isn't required or even used in the AC-engine, so it only bloats your ZIP.
For clarity: only put in the ".cgz" and (possibly) ".cfg" of AC maps and put those into a "packages/maps" subdirectory structure - then it's packaged so everyone can just unzip it into their personal-AC-data-folder (like "~/.assaultcube_v1.0/" on linux or somewhere under "..\Application Data\AssaultCube_v1.0\" on Windows).
Regarding the map:
When have you ever seen castle-walls put under a roof? This setting is very surreal!
Also you did leave enough space in your corridors and also provided a few more open areas for allowing fighting where movement skill can come into play - I always love that and it's among the first things beginning mappers get told by me to try to incorporate, good on you in that respect (from my POV!).
But, then again - that's really all you did - the map doesn't appear to have a very good layout - most passages are simple connections between two rooms leaving no room for spontaneous changes of mind or allowing players to confuse their enemy by taking another route. Any mapping-guide will tell you that rooms with only two exits aren't really rooms but just slightly more elaborate corridors - you've got to have a layout concept which allows for multiple paths to be taken!
Your entity placement seems very haphazard too - not that I don't enjoy maps with more than just one armour, but five!?! You seriously need to balance all that stuff with a lot more care! I can see a lot of good technique in there, just take more time to finish (read: polish) your work and really take some time before mapping to pin down exactly what you want to do - I really think you've passed the stage where your mapping is basically done to learn the ropes of the engine and editor - put your knowledge to some good use and make one really good map to blow our minds, rather than a bunch of them that don't.
FYI: this is the output of "entstats": 26 playerstart, 9 CLA, 7 RVSF, 10 FFA
6 ammobox
3 grenades
7 health
5 armour
2 mapmodel, 1 clipped
2 ctf-flag, 1 CLA, 1 RVSF
1 clip