RED have no decent sentry positions at any point in the maps length.
Also, the rush distance for BLU to the last point is too far, you need to include a shortcut route.
RED have a long-ish respawn timer too. It kinda balances out the excessive BLU rush distance to the second point, but if RED get caught out of position, such as by a pre-emptive assault on the second point by BLU, whilst the rest of the team caps the first point, RED get stuck in their spawn and steam rolled.
A lot of your heights, particularly the ones you encounter further into the map, are massive. IE your drop downs into the final area. Consider halving them.
RED spawn is kinda unintuitive in that players spend a small amount of time lost at the final area after respawning. You at least need some arrows.
The starting area would be nicer if it was larger, with at least one significantly easily defensable position with ammo for RED to setup. first CP is always easy and inevitable to cap. Which it kinda should be, but use badwater as reference. A good RED team can still manage to defend the first point, but BLU can just spam out of spawn on your map, at any defencive positions.
The route with the first point can be smaller in width, players get too complacent in the comfortably wide area before the final point. Plus there are too many positions for RED to counter attack deep into the gained BLU territory. Most of my deaths, on both teams even, were from being flanked by all sorts of class mixtures, let alone spy's and pyro's. This was very confusing and agitating.
edit: Could you provide an overhead as well?