This map unfortunately showcases a fundamental misunderstanding of Player Destruction as a mode from my perspective. In PD, team just kind of DM, building up points, before it suddenly turns into a mad dash to deposit all the points. None of that is present here. There's no good combat spaces to build up points, so everyone just huddles around the cap zone. The cap always is always open, so there's no incentive to hold onto points or move to different parts of the map. As it currently stands, it's just KotH but worse. The spawn exits are claustrophobic, the lighting is too dark, the routing doesn't work, and there's no health. I've not seen the original, so I can't comment on if it's better or worse, but I don't think this mode shift worked for this layout, at least without better capture mechanics. Maybe alternate open capture zones between the warehouse at one end and the building at the other, instead of a single point in the center?
If you're interested in reading more on my design theory for PD, you can check out this 16 page document I wrote about a PD map called
Doomtown: You can
find that here.