@TLR:
I think I agree with that, in a different sense, but I have to go on a tangent to explain why. So, GG2 is a lot like TF2, but less lethal with faster movement and shots are significantly easier to hit (provided you're not lagging). It has a pretty "lively" competitive 4v4 CTF scene certain times of the year (if you can call it that), and the biggest difference in it is how quickly someone can get from one flag to the other. On ctf_conflict, the community's badlands (here's a picture: http://bit.ly/OXbpKS), the time walking from one flag to the other, as a scout, is faster than the badlands demoman rollout, and after five seconds of running, unless the enemy team is camping your own base, you're home free. On top of that, matches usually last around ten minutes max (people complain when they're longer, in my experience). The flag chases are entertaining, to say the least, and watching an inexperienced medic detach from their team and manage to grab the flag from behind in a low level game, running through literally all four of their enemies without dying, told me a lot about how punishing it is to miss those few shots you have on the flag carrier, and even though the example is absurd, that's what CTF should be have and be about, nimble intel grabs and movement vs aim getaways.
Continuing on the differences between the two games (since I have the most experience with GG2's CTF) if I were to make a TF2 CTF map, I would probably balance it around 4v4, since that's what I have the most experience with in a TF2-like environment. It would be small enough for a scout to go from spawn to the middle in around eight seconds (spawn to flag in a over double/under triple that), and balance the paths so that there's no huge long flank that you can't get to from the main map (which seems to be the problem with most custom CTF maps in tf2). I don't like turbine a lot because it revolves around owning the center of the map, and unless the "losing" team takes it back they're at a disadvantage (it's like koth). For comparison, here's a breakdown of conflict's path structure (on top; the bottom was an example of a bad map): http://i.imgur.com/cOXKG.png
And here's turbine pro (made in five minutes): http://i.imgur.com/p2KlB.png
In turbine, each path branches, which prevents some gamebreaking choke holds, but at the same time it gives the defending team several (unmarked) opportunities to intercept the flag carrier, especially because of the map's architecture. With high playercounts (cough highlander) you can't really have one person swoop in at a little disadvantage and grab the flag with enough movement skill; they'll just get mowed down because TF2 lacks all-around special mobility. In conflict, there's lots of small opportunities for the defending team to intercept the carrier, but none of them are very strong, because the middle of the map can't be held with a deadlock (in anything from 4s to 6s anyway) and because of the low lethality and pace of the game, it's easy for your team to protect you at the most dangerous one, as long as you out-coordinate your opponents. I can see ubers used to protect the flag carrier instead of being used to break into the flag room, and I can see people skipjumping across the flag as demoman just to move it into the heart of their team, even if they get sniped down or killed otherwise. Of course, you do need chokepoints and tight turns to prevent relatively unfair stickyjumping escapes, but having too many lets people seize small advantages to totally shut down deserved capping. In turbine you can get halfway across the map with the flag, then you're almost guaranteed to die if the opposing team is alive and has a dime worth of a brain, and you've lost it because they can easily control the areas that you have to go through, and they don't even have to put up a fight.