Here's another piece of additional feedback I wasnt able to give off yesterday due to the fbround running out:
1. It doesn't feel like RED has anything to work towards while defending their points - they are kinda jailed in their lil' designated point area, without an ability to develop a forward hold if they are doing well. This leads to gameplay where RED is just kind of sitting around, and when they eventually get bored and leave their box, they just die and RED loses.
2. After losing a point, it feels like RED basically has to retreat to the next point since sticking around in the transitional space has them dealing with devastating high ground they can't possibly challenge, especially because any medic present in those areas is bound to get bombed with ease. This makes the progress of the map feel a bit binary.
In regards to 1: It feels like every point has this problem (Maybe not C? The even ground around the transitional hut between B and C can be held OK), but I'll take A and B as an example.
A:
RED is just kinda stuck in (1). There is a bit of cool gameplay happening around the flank house which is fun, but they can't really push out of (2) because of the highground BLU has at (3) and (4), which RED isn't really given any opportunity to challenge. The best they can do is sneak a Scout or soldier from 2 to the behind of BLU, but if that possibility is good in the first place is fairly questionable considering the amount of players that complained about people constantly being behind them. The gist is the same; RED is enclosed in 1 due to the unchallengable highground.
B:
B I will be transparent in that I dont feel like I have enough experience on to really give the same statement about A with the same degree of confidence, I feel like it has that problem to a somewhat lesser degree, but it's still there. BLU gets highground at 1, 2 and 3 "for free" and RED has to contest it from below. As a RED player I don't feel safe anywhere but 4, especially if I am playing Medic. Sticking around 5 or "behind" the CP has me probably getting bombed and/or constantly getting chipped by splash damage from soldiers shooting from the highground they get around 2, and 6 doesn't feel safe because of sightlines.In general, 6 doesn't feel like a powerful defensive position, because it still has you dealing with highground, but also because of the sightline coming from 1.
RED can kind-of work their way up the slopes but it never feels like they get any proper ground to hold unless they push all the way back to A - they
always face highground BLU gets for free for existing. Taking over the flank at (3) is an option, but not only is accessing it kind of cumbersome because it requires non-mobility classes to take the long ass flank, but it still has you dealing with a sniper at (1) which you cant really challenge. Overall this is a point where as a RED player, I really just want to stay and sit on 4, everything else feels insanely risky for not really much gain.
In regards to 2: Kinda the same points as 1. Most of the transitional spaces are an uphill battle, so it doesn't make sense to stick around and fight such a lopsided fight. Again - maybe not the transitional space between B and C.
I feel like you can still do the thing where you give BLU a shit ton of highground if you give RED some kind of forward-hold highground to hold that is able to challenge, or at least co-exist to BLU's highground. That way if RED does well they can work towards that useful ground, rather than being enclosed in their little tuna-can.
E.g:
Raising this area and making it more easily accessible to non-mobility classes so you can get a medic there without needing him to take an entire hike could allow RED an interesting space to hold other than their own spawn, while having this space be on equal footing to BLU's otherwise free highground. This is more of a suggestion to illustrate the point I'm trying to make, rather than actual one for this area, since this might not really align with the rest of the space, or your vision for the point.
Hope this is useful. I swear I didn't play bomberplane meme demo for longer than 5 minutes!!