What made it hard to cap back was how incredibly difficult it is to push out from the CP1 area and into the CP1-2 divide. RED could just setup camp on the left flank by the health and ammo (away from CP2) and it would just be a case of getting what ever abilities players had to charge, whilst camping+spamming the doors before finally pushing out.
I can see how it is comp orientated, mostly by the amount of open space and travel distances involved. But that said, i thought comp players considered it a bad thing to have doors in a map?
It does make it easier for defenders to defend, but it makes it equally as hard to attack (and with the handi-caps not in their favour it's more important to push out). That may or may not be intentional but i find that it takes away a lot of the excitement when you know that once you've capped CP2 and dug your heals into the CP1-2 divide that you're just waiting to deliver the killing blow.
But this is speaking as a public player so feel free to disregard that opinion. It's one of the reasons i dislike badlands (how difficult it is to re-take and hold CP2), and that 5cp maps are disliked by pub players in general. So you could just as easily consider this positive feedback if it does indeed reach your aims.