Heh, indeed - sorry man - we got sidetracked there.
It's hard for me to say anything about this map though - it's got something, but it's also lacking somehow - great comment, eh?!?
There's some nice pathways, but the crouch-tunnels are aweful (especially the bump (corner)) - they're just too long, plus that "uh, gotta hit crouch again"-bump!
I'm totally unsure how well the flags being so close will play out, I'd need to test-play it to pass full judgement on that.
The overall appearance is a little bland, but it's really hard working these sorts of layouts in a CGZ; but the upper level is well connected - in general your whole scheme of up-n-down pathways is very well done - the way a ladder leads up this way, but when you come the other the jump down feels just as "right"; excellent cube-ing!
So .. as usual, I've said much more about the chinks I found in the armour than the shinyness and all it's spikes and the evil-gleam from the battle-tarnished metal - it's hard to critique this map - let someone who's played a couple of matches on it try, let them tell me how wrong my fear is that the one armour in the upper nook will be sniper heaven and how the sightline between the flags has no real import when it comes to a capture, or that it's simply a map which produces high scores on both sides.