I liked it but that chokepoint after A is a disaster waiting to happen. (Unless there is a route past it and i'm just a dick.)
There isn't, but you have to have it. There has to be a way to funnel the defending team into one spot to keep them from pushing the attacking team all the way back into blu spawn. It's a deliberate choke, and if there were multiple routes back to A, the defending team would be able to send scouts and spies, literally any class to flank through and Blu would probably never be able to make a push on the 2nd point. The idea is to hold up in the cave, build an uber, and/or set up teleporters and a sentry, and make pushes on the point. Red
can enter the cave from the 1 path on the left and push through the cave if they want, but past the neck of the cave toward A, it's chokey intentionally. Consider other chokey areas of cp maps just beyond a first control point, dustbowl stage 2 and 3, artpass maybe. I'd like to hear opposing opinions on the topic though.