Played on this today, just some quick feedback.
Good stuff first. I like the general layout of the map and the many flank routes, and I think the point itself is well designed in a non-overdone way. I liked it, yet it didn't remind me of any valve map control points. In addition I really want to see this detailed as I think it's going to look awesome.
That said I did have some problems with it. I thought the balcony sight line was still way too good for snipers, and managed to cover a lot of ground from there.
In addition while the point area has a good sense of scale and size, pretty much the entire buffer zone between the point and the spawns was about 1.25-1.5 times bigger than in needed to be. I spent the whole round as sniper and scout, and I can't imagine what a chore it was for heavies to walk to the front lines.
The health pickups seems far too sparse on the map, and getting lit on fire was basically a death sentence unless you could flag down a medic. I didn't spend time as an engineer or spy so I can't say how ammo pack distribution was but I think you might want to add some of those as well. Perhaps add a medium or small health pack in those square tall rooms near the point which seem to have no other purpose?
Lastly, while I enjoyed the abundance of the flank routes (and I love the jump you can do to get to the cliff side tunnel), I think both seem really removed from the action. The sewer led to a dead end, which wasn't fun, and the tunnel seemed to go on for quite some distance between any entrance or exit.
All in all I think if the buffer zone were scaled back this would already be a really good map, and I look forward to seeing future versions!