Logging on here just to give my opinions here, purely about the functional aspects of this map (Based on observations on a 24 man server with critvoting, classlimits and a decently skilled playerbase). Aesthetically I think this map is absolutely beautiful, perhaps too much as it really hurts the frame-rate of a lot of the players.
Anyway, down to business.
The opening zone is actually something of a triumph of design as you have made an open space that isn't just a sniper-whoring grounds due to well placed rocks and other cover. This play quality however somewhat declines when play nears the first point, as it is essentially one spam-happy chokepoint and can be very difficult to dislodge RED from if they have a decent teleporter/sentry setup in there, even if BLU has taken the first point. All this really needs is some alternate route into this area for BLU (Perhaps one of the high up balconies on BLU's side to penetrate the wall over to red's side, above their first spawn).
Once this gets finally broken we get to the snake-like downhill section. And again this flows quite well for BLU due to the height advantage and overlooking balconies. RED has trouble defending on this downhill section and generally has to dig in around the corner over the second point itself, facing attacks from front and back thanks to that secondary route behind point 2 you've made. To be honest, I can't really complain about this arrangement as it is part of the map's character.
The third section is rather more interesting, albeit somewhat daunting to players unfamiliar with the map layout as it has lots of secondary routes twisting about the place around the track, ultimately culminating in the doorway over the 3rd point, which is where the engineers always seem to love placing their stuff, for obvious reasons. I don't think I've ever seen a game where RED defends this point successfully yet as it seems that red has a longer walk to the action that BLU, in spite of much longer respawn times.
I'm in two minds about the final area, while I feel that there are a few powerful sentry locations in there, and that BLU's approaches to the zone are long and dangerous (The cover on the bridge is only a temporary shelter from sniper fire), I also feel that a last point should be hard, because assault maps like this need to scale in difficulty for them to make sense and have a proper sense of achievement. All I can really say about it is that there is no real safe and useful place for a BLU engineer to set up close to this battle, but a teleporter is essential to BLU to have the numbers to beat RED on the last point.
Basically I'm happy with the map as it stands with the minor exception of point 1.