Like Asteroid, the map is too big. The large, flat spaces make for very uninteresting combat areas and long walk times. No map should be so big that it needs teleporters.
I think that, entirely unlike Asteroid, your map had too few routes. The only way to get to the other team's side of the map is through the big, open box that is mid. Once you get through mid, you can either go left into a big, open box that lends itself to a lot of sentries, or go right which is where the enemy's spawn is. If you went left after mid, you have to take the front door to B, if you went right you can flank B or skip right on past it without even knowing it's there. Once you get past B you can take the laser route to their vault area or push up distressingly close to some spawn doors and take a dropdown. Once you're in the intel room you can take the lasers again, or the vent which deposits you in a distressingly open area in front of some spawn doors.
All of this makes the map a lot more difficult to gain points without pushing really hard, stealing the core is difficult because there's no relatively safe way out of their base and killing robots is difficult because the only way to push forward into the enemy base is through the wall of players and spam.