I kinda missed half of this map on gameday due to afk reasons

Anyway I liked the parts I played (second point defence and 1 round of offence).
The health and ammo placements are smart, but unlike dustbowl and other multistage cp maps you have no full ammo nor health anywhere (that I could find). This isn't a bad thing as such, but its something I noticed when I was on fire, I could only find small kits and had to rely on medics quite heavily.
Picture time!
I missed this path completely for almost the entire game! A sign that pops up when the cp is capped would help. The large one I painted on might be on the large scale, if you can, find a better model/solution that might fit better.
I didn't do much thinking here, so you can ignore it if you feel it's stupid

With only 2 entrances to the second cp, and both visable (at once) from many angles an uber was almost required to break through a solid defence. Adding in a additional flanking route *could* help, this is a oneway path with a full health in a dangerous position (but easier for blu to grab than red). Plus, everyone likes to walk along cliffsides, for unexplained reasons.
The map is cool, keep it up! The rotated dev textures is what defines it atm but I just know you have some awesome plan to make it special
