Your visualizers for BLU spawn are set to Red Team, I think. I couldn't leave spawn as a BLU player (the doors open, but the visualizer doesn't let you through).
This is just food for thought:
From a gameplay point of view, I'm curious about the spire point. You can take my opinion with a grain of salt, as I only play Spy in the UGC/ETF2L Highlander seasons, but the point seems too easy to defend once it is captured. In my case, I have to wind up to the top in order to get a pick on the Medic who can easily watch two entrances that can be seen in the same FoV. If you don't get what I'm saying, here's a picture:

There's no way I can get a pivotal stab on this KotH while the opposing team controls the point. That's very different when compared to Lakeside or Viaduct, where I can slip behind from a rock, get a pick and change the game. That's not to mention that the Pyro is going to be immensely more powerful here than he generally is in Highlander.
From my team's experience, spire works in Badlands because the Scout and I (the Spy) work closely to soften up defenses on last while our Soldier/Demoman take care of what's happening at spire. After all, they have the tools to engage this kind of point without the hideous walking distance that spire entails.
Considering we haven't played on it, there's no need to make drastic changes or go back to the drawing board. Just something I'd ponder about as you move this pretty map forward!
