Of course, it's still not perfect as-is. One flaw with the existing mode is that a skilled player on the opposing team can bury your intel on your side, locking it away forever. I've already suggested moving the mode to 1ctf or r1ctf. This would be a quick fix and expand available strategies(build your tower or steal the intel).
My other major irritation with the mode as it is, is that the restricted zones are a bit too big, so the no-mans-land doesn't exist. We could experiment with some ability to correct errors by letting individual builders remove their own blocks(with some limitation on undo time or number to prevent "groundwork grief" - building the lowest parts and then removing them later), and with allowing digging in the map's original terrain so that pursuit of attackers is possible again. Even without those changes, though, the middle of the map should allow free construction so that the typical AoS trenches and bunkers are possible.
I propose that asymmetric play could be generalized to regular CTF, TC and TOW modes too:
- Controlled tents and your own intel are "zones of control."
Zones of control have the area around it become an indestructable zone for your team.
The zone of control should always teleport into the topmost block, to prevent griefing behaviors(building ceilings to bury tents and intel, surrounding them with fall-to-death-high walls).
As soon as you lose control(tent lost, intel stolen), you can destroy the area again.
This would further the breadth of the existing mechanics; attackers try to tunnel their way in, while defenders build up a tower to snipe and to make the objective hard to access. In the areas outside zones of control, building would be open as usual, so that trenches and tunnels can be used, and useless structures may be griefed.