Converting to ramps at the moment is a good idea. I know of only one are that would need to stay stairs, and in 1:1 since it's basically a dodecahedron of steps going down into the CP. All of the rest can be turned into ramps. Outside of that, there's only one place that requires 1:1 steps, but we can probably find a way around that, it's just the room is narrow in length and I needed space underneath for a sort of blown out tunnel and 1:1 was the only way to make the turn radius between the floor and the stairs bearable. Not a big issue though. if anything they encourage vertical lift.
The map is very interesting in layout. For the CTF Adaptation, the opposing team can see the intel they need to secure from the get-go, since there is a clear line of sight to it, but in order to get to it, it requires going through a series of tunnels and stairs and elevated walkways, so it seems easy but in reality it is quite difficult.
There is an actual opening directly to the intel, and it's designed so that a scout can make a straight beeline through the map and hop a large gap to secure the intel, but it's designed in such a way so that if secured lightly-moderately, the scout would no doubt be shot to pieces before the player even had a chance to leave the room in intel was housed in.
Even though as a scout it's extremely easy to run to the intel, it requires running right in front of the spawn area, so its difficult for the scout to make it to the intel until the game has already started and the engie no doubt already has a sentry gun set up, although if timed right, there should be a couple second window where grabbing the intel early on is, in fact, possible, but it requires waiting until the match beginning has died down and taking advantage of those moments when a sentry gun is still spawning. Even then, it requires running through the center of the battlefield in hopes no one shoots you first.
So while it seems easy, it leaves taking the long route and storming the intel room as the only concrete option.