A few issues:
1 room spawnrooms are hell to leave from, spawncampers can run rampant easily
The lights are absolutely blinding at points - try and turn the quadratic or brightness values down
The map seems generally quite open and large, with little cover for defenders or attackers (although the flank routes are quite good, they give an option to escape a lot of the time)
There are some quite long sightlines, namely leading out of the middle door in Blu's first spawn
The spawn layout is a little confusing given how many they are and how they switch around
-Opened up first area.
-Removed long sightline into Blu's first spawn
-Removed route from A to B, added route from B to C.
-Added rollback zones around B
-Made the building around last point much easier for Red to take control.
-Messed with the respawn times.
-Dimmed the lights.
-Probably some other stuff that I forgot.
I can't really make many changes to most areas, since the cart was pushed incredibly easily most of the way. Hopefully Blu is nerfed enough to get better tests.
-Added some land along the cliffside.
-Reworked Red's first spawn.
-Removed rollback zone around point B.
-Widened some areas around point B.
-Removed Red's second spawn (Red now spawns at last after the first point is capped).
-Messed with the respawn times again.
-Probably some other things I forgot.
-Reworked red's final spawnroom to be "straight" from the pit.
-Added Courtyard-y area near final.
-Reworked building between point A and B a little bit.
-More Arrows in scattered places.
-Fixed weird corner coming out of final.
-Fixed weird window collision.
-Changed the area after point A that should help make it easier for Blu to push.
-Moved Blu's forward spawn to a new location (this time it actually has multiple exits, and a window).
-Widened the warehouse between Point B and Point C, which should make the cart path slightly longer for Blu.
-Changed the area around Point C slightly.