Aha! You didn't give up on the theme I see. Or for that matter, the parts of the map you originally posted.. Good call.
This is a much more solid release than your last. In a larger setting the buildings you originally had work much better. But you took it further, developing an entire pseudo-symmetrical ctf map. I really enjoyed looking over this.
The barrels in the water are pretty useful for moving about the water.. Good call on those. However, you have none of them on land and again no ship to indicate where they would have come from. It's just my anal logic but I'd like to see that. Also, even with the small mountains in the background, there is not much to make the long-range view pleasant. A ship would blend nicely with the mix. I think you might also want to include larger, steeper cliffs so that the map doesn't feel so open. Plus, for anal logic's sake, why would two (or 1 in various parts) villages exist in the open sea? A nearby cliff, with a dock maybe, suggests they aren't too far off land. Plus I'm not a fan of inexplicable clip. And in this much water, I wonder how much flagcamping there would be underwater.. Not much, maybe, considering the risk if you get shot, but certainly greater than Shipwreck's.
There are some areas underwater that aren't heightmapped very well/at all. They're just a 45 degree slant downwards. It looks bad underwater, but also from above, as you can tell looking through the water that below it is an unnaturally rectangular mass of land.
The buildings look really interesting.. I know someone who developed a somewhat similar architecture design and it looks really abstract. Like Dr Seuss, but good. Plus I don't think cats even like water..
You didn't change much from the last version, and this I will continue to argue: those teleports are a nuisance! Running past them, I continually get caught on them. With teleports and jumppads, you want to ensure as much as possible that if people use them, they do so intentionally. Deepen the doorways if possible. Also, this might be an oversight on my part, but I noticed more teleports on one side than on the other.
Above all, great map. It should prove interesting to play.. Although with no waypoints (and with water involved, that's important) I couldn't really test this.