So the first thing I noticed is that the map layout is very confusing. This can prove problematic for new players, as while they're trying to get their bearings and learn the map, an enemy who does know the map will likely cap the intel, further adding to confusion as the player tries to find the next spot they need to defend.
Second, all of the intel briefcases being shown at once is confusing. It took me a while to realize I was actually supposed to go further into the enemy base and take that first.
Thirdly, the intelligence cap spot only being at one of the briefcases is again, confusing. I was able to pick up on it being the cap point, but a lot of other players aren't as intuitive.
Last of all, the last two intel rooms don't feel like proper intel rooms. Typically an intel room will be large and wide, these two are very cramped. On second point, there are props littered every where and has too many openings from different angles. Not to mention that a scout or spy could easily hide in there to grap the intel as soon as the first one is capped, since there is little incentive to go in that room before hand. The last intel room is okay, but doesn't need the wall right in the middle of it.
Some other things you could change about the map..
I like the idea of having the intel in a cart or wagon, but for clarity, it should be out in the open.
As a player, I feel more drawn to drop the intelligence at first rather than last. It just feels more natural.