Long, flat corridors with low ceilings aren't usually good for gameplay as they turn them into spam magnets, you almost always want something to play around for combat or have them branch into other routes (it doesn't seem like you can ever change course here, once you pick a spawndoor you're committed to that route until you reach mid). The curving walls do at least cut sniper sightlines down.
Also, you don't want the capturezone to encompass only the control point prop, that's incredibly annoying to capture. You want the capturezone to encompass a relatively large area a team should stand in to claim the area, and mark that capture zone with hazard tape overlays/brushes.
And the fact that the "snake" tunnels exit directly above the point means capturing it is likely to be very difficult since soldiers and the like will just fire down onto you - unless a sniper is standing in one tunnel locking down the other.