This map is cool but you probably need to do some larger structural changes to it rather than simply moving doors around/erecting fences and stuff. I put this in feedback, but the fact that the track moves away from Red before circling back to B means all that track is basically free real estate unless the teams are so imbalanced that red can hold. Which is actually kind of easy to do, since going into B is a grindstone.
I'd advise spooling the map out some, like Badwater or Upward, or making the track longer and rotate further around the central red spawn. A problem I think you're having is that you want to condense all the geometry and routes so that they serve a purpose for multiple areas, and it's creating problematic flanks or chokes that shouldn't really exist. The worst one of these is left of blue spawn, the drop down. It negates any ability for red to hold in front of A without someone coming from behind them, and A itself is not really easy to hold since it's just a huge open area.
It feels to me that unlike most maps, each area is a cap point surrounded by flanks or connectors--there's no intermediary areas to defend or try to control. These kinds of areas are pretty important! Not only will they help with the sense that the map is really short, but they will allow Red to fight back and avoid being steamrolled.
Last is kind of neat, but it's very exposed for red, which isn't very fun; it's also right in front of their spawn doors, which means they can duck in and out. The only reason it's possible to cap right now is because the spawn times are busted, I think. Last also feels like you put a bunch of arbitrary walls into a box instead of actually designing an area.
One thing I really don't like is the shutter doors. Usually maps employ these to cut off gross sightlines or for vis reasons. I can't figure out what any of the shutters in this map are doing, both the brush ones I marked and the prop doors. All they do is impede visibility. Is that intentional?
Aesthetically the map is neat, and I like some of the ideas, like how the track loops under itself, and the general structure above the B capture area. It's just that a lot of the areas to move and fight in don't really make sense or support good gameplay.
Also it's not easy but you can definitely jump from the barrels to that ledge and I did it multiple times as a heavy. I don't think it's a problem because it's difficult, but if you watch the demo you'll see me do it (and fail a few times). Tell Tim to learn how to jump.