I'm a bit late, but here's our feeling from this week map test : the angry mob was safely distracted with a tf2 prop hunt server, so haarp didn't get the usual bitching
This was our second big push ctf in a row after premuda, I'll use it as comparison point.
The layout, though less ambitious is far more intuitive on ctf_haarp. We almost did not get any player lost in the course of the test, and people are growing used to the game mode.
Graphically, your outdoors area are really nice, not really cosy, but we get the feeling of a mountainous and isolated base. The indoors are more traditionnal spytech but nicely done, with a fair bit of work on the 2-2 part, with its perfectly fitting retro futuristic setting.
The gameplay was found quite enjoyable, even after a miss on the first try, one lost scout took the intel to the second capture point even before the first was taken, hilarity ensues. This said, the map seemed quite red friendly. No team could cap the 4rt capture point at all, and the second was a tough job, even with the help of the overtime. Both teams featured strong players, and it became a arsh battle between heavies and demomen from both sides.
I have the feeling that your outdoors areas have a smoother gameplay than the indoors one, a bit too cramped, hallway prone. Pyros, scouts, sniper had nearly no use because of the huge firepower of the heavier classes. My main concern would be your fourth CP. This long hallway leading to the round data center thing definitively feels like hell for the blue team. The sideways either means some hazardous travel over tiny catwalks or direct accès through some comfortably fortified exit. I tryed a bit as a spy on the last moment, but defender are some crammed in this zone that any action is more a gamble than anything else. Maybe the path for red defenders is quite too small. Yes, ctf push is all about instant capture but at the moment approaching the whole thing can be too tricky.
Another point, is the overtime choice with blue not losing the intelligence. I do know its the choice of most ctf_push maps, even if it's a bit susceptible to griefing, but in our case, it could mean than for 5-6 legit minutes, there could be 2-3 "overtime" ones, thus, weakening the whole concept of the legit counter.
You could either set a absolute time limit, or make the intel reset time considerably shorter while in overtime.
My last concern would be with the cap point design. You can escape the orthodoxy of a whole capture prop on the ground and else, and I liked your idea of pressing the intel against some computer, but people were a bit troubled. I think some distinctive pattern on the ground would help, be it trims or decal. For this reason, reds were at the beginning a bit puzzled whether they were in front of the first or second Capture point : some signs/closed doors would help.
I think the map is already very intuitive and a fair bit the layout is really enjoyable to play. My only true concern is about the more defended indoor zones.