Pretty much what people have said in the latest posts: no land marks.
Another issue I have with the map is that it capitalizes a tad much on the Gravelpit layout, C is basically the same thing that the C on Gravelpit, B is essentially the same house at B with the small twist the capture zone is not on the same level as the house; and A is as uneventful like the A on Gravelpit. RED and BLU spawn hold the same layout than on Gravelpit.
Furnace Creek lacks placement, sure a setting around the map is not necessary to be enjoyable, however I feel like there is no scenario to the map, it's a hole you spawn here and there now go out there and kill everyone when you find them. Yes I know there are solar pannels powering a death ray, but I couldn't see the solar pannels from any CP, I mean see then whithout having to look for them.
The layout of the areas around the control points feel a bit crowded I believe to keep the snipers from feeling too confortable, but I felt trapped in both areas always with a wall to climb or with a house in my way; engaging enemies like the Demoman and the Soldier was tricky since I felt like there was always something to keep me from getting away from those explosions.
Half of the time I couldn't jump out the windows on the building at B; there is no clear land mark to tell the defense from where to expect BLU, specially at A. When attacking I found there was no rendezvou point, a place from where the bulk of the offense would find themselves; assemble, build a forward base, heal up, charge ubers and go out for the taking.
Overall I felt like the map didn't have a good flow for the offense or defense, it felt like an awkward dance.
I am by no means a competitive player, I may have scrimed in 6 vs 6 a couple of times but I don't enjoy that scene much; I am more on the hardcore side of the game so take my comments in very light manner.