The map is laid out as a infantry focussed battle map, like Nord Town. It is ensured that a large part of the map can be accessed by cavalry; cavalry is able to ride around most of the town in an 8-shape, additionally some 'dead end' areas can be accessed, but pulling out there after combat is a bit trickier.
I intend to place one teams' spawn at the castle, and the others' at the graveyard/gate area. From spawn to spawn, it's about 35-40 seconds of walking in almost a straight line. Visual contact can be made earlier. Buildings and archways as well as different height levels ensure that directly shooting from one spawn to the other is impossible, however. The castle spawn has three direct routes the players can take: Two lead up on an elevated area of the town, the third with only a slight elevation directly to the town center. The graveyard spawn too has three direct routes: Outside a small gate into the village outside, directly through the archway to the town center, or to a garden-type area that is also slightly elevated. This means both teams have direct access to high ground - accessing that high ground from the other side (from the town center) is a bit more tricky and leaves you open to attacks from archers stationed there. Graveyard-teams' elevated garden only has two paths leading towards it, one from the back (from the graveyard), and a more easily defendable one from the front (from town center). Castle-teams' elevated street can be accessed from four ways. Two at the back, two at the front. It can not be accessed by horses, making it a different type of area that will mainly be attractive to archers and infantry, as it grants great mobility and a good overview over most of the town. Due to the many access routes, however, it is less easy to defend against infantry and archers - cavalry however, as I said, can not reach that area. This hopefully will force the team that spawns on that side to use different tactics, without giving it any advantage or disadvantage over the "garden team". From the graveyard, a little village can be accessed. From there, a gate leads back into the city and towards the elevated street. A somewhat hidden siege ladder leads up onto the outer city wall. Another siege ladder within the walls also leads up there - a third one leads up to the wall from the opposite direction, from the elevated street. This means both teams, should they both rush to it, would take about the same time until their archers can be deployed on the wall (which is an important strategical position). Graveyard team has two ways to access the wall, while castle team only has one ladder leading up there; however, that one ladder is very easy to defend, and should castle team HOLD the wall, they, in turn, have at least two ways to flank the other team from.
Generally, the most important strategical location will be that wall, along with either the elevated street or garden, depending on where the teams decide to go. The garden is a lot easier to attack as cavalry and doesn't offer as much protection for infantry and archers, which means a cavalry, focussed team is best setting up their defenses there, hoping to lure the enemy into attacking that place and then surprising them with a mounted charge. An archer-heavy team should rather attempt to take the elevated street and wall as soon as possible. Flag spawns aren't decided yet, I suppose I will place one to the elevated garden (to make that place more important), one to the town square in the middle (a place that's otherwise too dangerous to hang around at), and maybe one between the wall and the elevated street, which means both teams probably have archers watching over that place, with possible cavalry support from the town center (warning though, cavalry has to pull out the same way they came in here, as they can't access the elevated street, making it a risky decision to use cavalry at that place).