Having an always-open PD point is never a good idea, and hiding it underground only accessible via moving platforms is even worse. PD works best with arenas designed for combat to flow in and around inside of them, but here you've set up chokes like it's a koth map with one team holding mid. This leads to, you guessed it, one team holding at mid. As PD is essentially TF2's Deathmatch mode, it doesn't work. All this leads to it falling into the trap that all PD maps with a single always-open point have, being that it just becomes "KotH with extra steps," as people like to say. There was lots of good discussion about the map and layout in the later rounds via in-game voice chat, so I highly recommend finding the demo and giving it a watch. It needs more space and better defined combat arenas, because as it is it all the combat just happens around doorways. I feel bad that I keep linking my PD theory document every time someone makes a PD map for one of these, but I feel like it would be a good read for you if you've not seen it before:
CLICK HERE! Your use of moving platforms just let to frustration as they were easy to camp and prone to killing players, and your use of jump pads, while fun, led to frustration since there was no way to return to spawn to resupply and pyros could camp spawn and just airblast anyone jumping to the main tower.