Did they actually get inside the building?
I've said it before and I'll say it again, the red spawn is the red building, the area around that building is not part of their spawn
If you have to say it again and again, you may want to rectify it by making it clearer in the map. The "fence" with spawn visualizers before the round says pretty clearly that this area is part of the spawn right now.
That said, I guess I can comment on this map now.
CP1a-b: CP1 is fine for a first stage. CP1b however, is very "spammy". There needs to be more space or another route that isn't a full route but allows some extra damage to be inflicted on the defense turtling in the corner. The side tunnel to the CP is easily locked down and it's hard to kill a demo or whatever on the other side.
CP2a-b: I like 2a, but 2b makes me want to gouge my eyes out. Each doorway can have a sentry in front of it and you can't move THROUGH the doorway to get the engineer humping the gun off of it. This combined with the defense freely able to come through the small doors and disrupt your sentry clearing plan makes it painful. Have a higher entrance or something so players can come in from above and not get lamb-basted by a gun EVERY time.
CP3a-b: 3a seems fine again, but 3b seems to suffer from... something. I like the higher entrance, but the direct LOS from spawns to enemies makes clearing some players out of here mostly useless. combined with the longer cap time, it just leads to pain.
General Timers: These seem excessively long. Why does the CP1 set start with like 10 minutes? Dustbowl has 4.5 minutes to start with and adds 4.5 with each point. It would seem like, if properly done, this could use the same timers (maybe add 30-60 sec?). If it's taking 10 minutes to cap, then it's probably not balanced right yet.
Overall I like it. Texture some of those hallways and stuff. And then I won't have Orange-x nightmares while thinking about good maps.