I get the argument for allowing double jump for flag carriers on combogib and it does make sense that it could help matches cap out quicker or more often.
That being said, one of the driving forces for playing games is the challenge of acquiring various skills and the reward/accomplishment one feels as they become better at and/or achieve their goal. There are a bunch of nuanced skills that go into becoming a good flag carrier in ut99, as we all know. These challenges, along with many others in the game, keep the game fun for a long time.
Here are some examples of the challenges that others were starting to mention; some in the original game, some created by map designers, and others that come from the modifications that we play with on combo or glitches etc.
- Getting over the initial anxiety of grabbing and having multiple players simultaneously shoot at and pursue you
- Once calm while running, you begin to be able to move in unexpected directions instinctively throwing off pursuers
- Proficiently dodging up ramps, getting good at lift jumps, dodging difficult gaps using map geometry to make unexpected routes or getting to unexpected hiding areas
- Boosting and launching which require a teammate's help
- Dropping the flag through windows, thin walls, glass, or up a wall
- Grabbing with the momentum from grapple
- Dodge-jumping through the flag to grab (can also be done with boots)
- On the FNN combo servers you can also do shockball jumping with no health penalty
Probably other things I'm forgetting but here are a couple videos (not mine) which show some of this stuff: