First off, your control points themselves are pretty interesting looking, and look like they could play decent if the rest of the map was good, but it's not. Every area of the map is excessively complex, with major height differences, and paths nearly everywhere you look.
Starting with your path between A and B.
These pictures really highlights the major problem with the map's transitions between points, it's not that it's over scaled, when we all said too big that's not what we meant, we meant that every area, including ones like these which should just be simple paths going somewhere, are needlessly complex monstrosities that themselves could fit a 12v12 tf2 match and still have room to spare.
Again, paths and height variations everywhere, and no way to know what is going on because it is mentally impossible for anyone other than a savant playing with 180 fov to process what is going on here.
Also at A and C the defenders can easily get unobstructed view of EVERYTHING that is headed their way, while standing in pretty much invulnerable areas.
Like there's not much else to really say about it, these are your problems, and short of totally rebuilding 95% of the map you're not going to get this to work very well. Stop and study stock maps and look at how simple most of the areas are, and try to emulate that at first, and then when you've got a handle on how to make something that works, see how you can push things to make them more interesting without totally breaking the game.