Games on Cataract take longer than the other two, and the reason for this is fairly obvious: there is a lower proportion of neutral flags to owned ones. Each of the three neutral flags contributes the same War Score amount as the ten other flags do individually, and therefore for a team to gain a significant (capitalisable) advantage in war rank simply holding the flags in the middle is insufficient. There are five flags granted to each team at the start, all defended by towers save for the (erroneous?) gold mine flag.
I don't think this is a particularly good situation, it makes games last longer than necessary, simply due to the losing team being able to keep up in war score without having done anything other than defend the flags they held at the start of the game.
Suggestion: Tie one gold mine to each portal flag. Remove the current gold and cooldown flags.
Which bring me to another point about Cataract that I find strange: both teams START with a cooldown flag. Why should both teams start with one of these, and have it defended by towers? All it really achieves is a slippery slope for the losing team when they lose it, which will generally be mid game, but this doesn't add any strategic depth imo. Most of the interesting play is early on, before those flags are viable targets for capping, and having everyone cast abilities faster seems ill-thought out.
The final point about Cataract is one I brought up in another thread: the health flag is better than the mana flag, and the gold mines can be capped out of tower range, while the cooldown flags can't. This means forces of darkness have an advantage on this map because by doing the logical thing and doubling up along the health lane they can also take the gold flag. The forces of light do not have this strategy available to them, they need to have a strong enough 1v1 player to take down the mana side first tower before they can realistically attempt to cap the opposing gold flag, or they risk losing the health flag if they double up the other way around. Placing all three players on one side will dilute the XP pool and is of course not recommended unless serious shit is going down.
TL;DR: Too many flags on Cat so the meaning of holding the neut ones is diminished. Cooldown flags for both teams is pointless. Asymmetry bad.
ASIDE: We need a two lane map. Someone put a hole in the middle of prison!