Hey, nice idea.
You've gotten a nice concept going here - although the volcano bit doesn't sound convincing - what with the floor of the skybox not looking anything like lava and your chasms not having any lava in them at all.
The bases are well placed - I guess - at least I can see all of them seperatedly on the radar.
A map so vertically aligned as this is often leads mappers to place bases nearly ontop of each other - good job you didn't! :)
Capture maps really only show their strengths and weaknesses when being played, so I can't pass final judgement on this just yet ... but it seems you've put in quite a bit of thought about moving around the map and the combination of jumppads, teleports and "regular" pathways/bridges seems, to me, to be evenly balanced and make matches interesting.
Let's see what some capture afficionados say to it, after playtesting it :)
What I'm sorry to have to say is:
You've gone and done a few mistakes - so I can't really leave this categorized as a "final release"!
- texturing: there are quite a few cubes that have the wrong texture on some faces,
take another look at that chasm where the green armour is at the bottom
- geometry: look at the cliff-face opposite to the quaddamage and in a number of other places too
- packaging: your screenshot starts with a capital T, your map file doesn't ... and the files should reside in packages/base/* not The_hole/* - see packaging guide