Hi, I'm from the HH community and we have had this map come up on our vote a few times, it seems to have gained some popularity. To the point where I feel I can start commenting a bit more on it.
It must be said the first point is possibly the hardest first point that I've seen in a payload map, a lot because of the distance you need to travel but also because of the final corner. For some reason, people fail to see the alternate route to the right which puts you above the first CP, a vital tool to allow BLU to take the first point and for offensive spies to make an impact. Secondly I feel that the surrounding area is too stingy on the health and ammo pickups, BLU and RED both need dispensers and medics on hand to have a chance, which is fine for RED, but not really for BLU. Finally, the long and narrow channel the tracks follow up to CP one are a bit of a death-trap for BLU, seeing as the REDs can quickly poke their head around the corner to place an arrow/bullet/sticky/grenade etc.... down the channel and can count on having a target to shoot at.
Most, if not all, of these problems could be solved if the CP was moved back around the corner slightly, forcing reds to a further spawn earlier and allowing the game to proceed.
The second and third portions of the map tend to play out very well, while a bit cramped, with a selection of side routes or higher ground to take advantage of.
The final point however, seems to lack a bit of emphasis for want of a better word, most of the fighting for it occurs in the narrow bottleneck at the final corner or on the walkway above it. Once Blu breaks that they've basically won. I somehow prefer the earlier version of the map because that had a greater amount variety of spaces to fight in that fighting occured in.
PS. Try not to take my critisisms as anything other than constructive, I could dismantle gold rush or badwater basin just as easily.
PPS. This was the map I got my first and only reflected arrow headshot, fond memories.