Here's one named Rebirth. It is a full-Crypt, unilateral symmetric map. My original design intention was to attempt to change the normal concept of symmetrical CTF designs by accentuating the central high ground, but at the same time managing the LoS from that position such that a player fighting from the high ground will have limited LoS to other areas of interest. The end result will hopefully be a central high ground that will benefit a team who controls it, but not in the usual "I can put shots everywhere from here" concept. In other words, players on Top Mid will have views of all major flag routes and transitions between sections of the map, but they will not be able to easily engage players already in those sections. This will hopefully promote constant movement around the map.
The other idea that I hope to incorporate is having separate flag spawns and capture points at different corners of the map. Essentially, a team spawns at their starting spawn, runs to the opposing team's high corner, and then runs the flag back down to their low corner. If the paths and LoS are all correctly managed, then this should produce interesting gameplay through longer flag runs and more opportunity to prevent captures.
Pic key:
1. Overview
2. Top Mid
3. Bottom Mid
4. Flag Capture Point (Low corner)
5. Flag Spawn (High corner)
6. High Courtyard
7. Low Courtyard
8. Street
9. Perspective view of Mid
Currently, I am not too happy with how Low Courtyard is designed. If anyone has any ideas on what to put there, please present them. I will update this post with a picture of the bottom/floor layout to demonstrate the flow of the floor level of the map. Please, if you have any questions about the design or concerns about any part of it, post them. I want to make the design as good as it can be.
P.S. The design is slightly off-center with the floor of the Crypt, but it is as close as I can get it without actually doing work :P