Allright, a maptest just ended.
It seems to be impossible for blu to attack, mostly beacause of red height advantage and a lack of cover for attackers. Respawn time is also problematic, beacause too long for atackers.
First round: Because of en admin joke (every one teleported upon the water trigger_hurt) Blus caped A point easily. Then quickly a few of them get to the B point and caped it. Then, Red team drove Blu team back to the bottom of A point. And the same again for the rest of the round. When blu recovered B point, they were pulled back by Red offensives.
Second round... Blu never caped A point. For the first time, we can see how the A zone is working with a full setup and it plays bad for blue team. Again, height advantage prevent blue for constructing offensive and red always recover its position in front of blue spawn exits.
What I'm going to do: First of all, reduce blue respawn time. I will also compense Red height advantage (that I will also decrease) by creating one-way doors in favor of blue team, and her own height advantage. I will also make safer places for blue team to construct bases and prepare attacks.