I think there are many things to note about a/d points, and I think people should learn about the true purpose of control points and what they mean for gameplay. Looking at good a/d maps such as steel and gravelpit you can find similar elements
In my opinion, good control points have:
- Focus and leads the player's eyes to them, via lighting/signs/landmarks
- Gives players both benefits and disadvantages. Generally this is height advantage and some cover, but disadvantage is its flankable and a little vulnerable to defender's positioning
- Center of area, serves as a "lookout" for most of the area around it, but not whole area
- Last points are generally very vulnerable, however uses TONS of elements of focus and eyecandy
- Doesn't have to be, but defenders should also want to stand on it to defend
- Healthkits/ammo are nearby/behind doorways leading into control point areas
Stay away from doing:
- Points in corners, or too far away from player's path through an area
- Points that feel too similar to surrounding area, i.e. are on the same level as the whole combat area
- Points in small rooms/areas, this makes it feel like you aren't really controlling anything significant