Not true razgriz.
It's about experience and taste of the mapper(s) who texture the geometry of a map. Take for example this map.
How the geometry is shaped also gets affected by the skill of the mapper(s). Take for example maps like snowisland.
Of course, you have exceptions where it's just the purpose that a map isn't textured. Take maps like snowisland again.
In this case, it's definitely not on purpose, so the map really needs more texturing and way better geometry.
It's also not a good point that the map isn't playable in instactf and gets noted that "playing efficctf and capture is at your own risk".
But now really about the map...
The theme, there is none. Make sure it has at least one.
The texturing is bad. Scaling all textures to 200% isn't a great idea, because you get the effect that if you run around, it feels like your moving slower and you feel like your running closer to the ground (like some kind of speed-crawling). Be sure textures which already doesn't have that high resolution, get scaled incremental.
Like people already commented before, this map needs way more textures...
The geometry could be better. It's not a bad thing to save triangles, but it's also not a bad thing to spend some. Curve-like shaped aren't forbidden you know.
The lighting isn't that great because the skybox and the skylight aren't matching each other (the skylight is way too red for such blue skybox). I'm also missing light-sources at both bases.
The detailing, there just is none (except the flagspawnpoints).
The clip/noclip just sucks. Be sure to noclip trimmings and ceil the outside of the map. Also lower the death in the pools, it's pretty unrealistic now.
The flow isn't bad, but could be improved. You could say it's still basic.
There are so many places that could give players a nice reward for taking a more "higher skilled" path than the normal ways to the flag. Like for example, the small catwalks which are nearby 2 healths and 1 stone which is positioned just in the middle of a platform. If you would add something like a plank that's stuck on the wall by some brackets, you could make the player jump on the plank and jump again, so they would jump over the 1st stairs to the flag. A screenshot of it here.
Another "speed-reward" is to add a similar thing just at the opposite side of the same platform, but on an edge. This makes the player can jump from the higher platform (which is more positioned to the centre) to another platform closer to the flag. A screenshot of it here.
I also noticed if you run and jump around, the lowest platforms are there actually (almost) for nothing. everything happens on the same height, which is pretty boring.
The gameplay isn't that great. Like you notified, this map isn't an insta map, but that's actually because your able to see from 1 side of the map to another side (even you still have cover from the pillars, this isn't a good thing and makes the gameplay predictable).
The pickups aren't placed bad, but you could also add a little twist to it. As example, you've putted the riflerounds and grenades in a corner, while those weapons are pretty effective in this map. What about to place them on a position where you have more chance to get sighted by the opponent, so he knows you've taken grenades and riflerounds? This add more tactic into the gameplay.
The map is far from finished and you still have a lot of work to do. For now, it's a 3/10 to me.