You did some nice fixes to the map.

The first area wasn't that huge anymore and the last area was actually fun to play now (too bad the round didn't want to end when you tried to cap CP4

).
But imo CP3 is usually just a waste of time for RED because they nowhere really have a place where they can defend where BLU can't get that easily. So a part of the RED team just went to CP4 to set up their defence there. You really should add some new thing for RED (like a building on the right side of that area maybe) where BLU can't get too easily, like they can at the long ramp at the left. The long ramp at the left also made it easy to go behind the RED lines, and even run to CP4 to spawncamp without being noticed (this happened when the teams were a little unbalanced though, but it was possible when there was once no RED player at that higher route.
Also, for the area of CP3:
Either remove this hand or remove the ability to get in (I suggest to remove the hand.)
Oh and, I just noticed this: your forward spawn for BLU is pretty close to CP3, which makes it easy to cap that point and also makes it easy to spawncamp BLU if the RED team would be better. In badwater, the forward spawn opens at CP2, I suggest doing the same, by putting the spawn in the area of CP2 (they can then use the one way route going from area of CP2 -> area of CP3.
Also the following might me an issue:
I could easily spam nades and stickies to the RED team coming to the cart (CP 2 wasn't capped yet) and didn't expect cool Hanz sitting there watching how his awesome stickies blowed up the REDs.

It was fun though.
And again, CP2 became easy once BLU took over the higher route, so you might want to add another one for RED, as I already told you yesterday I think.
Soooooooooooooo, add new thing for RED at CP2 and CP3 (not TOO overpowered, note this), put the forward spawn in the other area, remove the hand on the door, and oh, change the respawntimes a bit, BLU should have slightly less than RED has at the end.
