After seeing some of the changes you made in a7, i feel i need to re-state some important things about gameplay.
The changes i made around CP1 for you were to improve gameplay in this area for you. I'm not objected to you changing them but you kinda missed the point i was making on this specific occasion.
The changes i made were to focus player direction/movement and provide suitable alternative defence options other than simply standing and setting up sentry farms on the objective itself. Whilst also reducing the frequent "pointless" deaths that get experienced from having so many doorways to get attacked from behind from.
This was your map previously. (please excuse the bugged polgyons on my player model, my games been doing this a lot recently).
Please note all the oppotunities players have to adjust their path of attack. This has made for messy gameplay mechanics in your first area.
I'm going to reference Badwater and Dustbowl here to make my point more visual and hopefully understandable.
First of all Badwater. (please full view the image). Note how when given a particular route to an objective you are not given an oppotunity to deviate until you reach the objective (with the exclusion of the occasional drop down oppotunity). Note how simple the paths i have overlayed are, then look at yours.
This illustrates what i had done to define paths of attack for you.
Area edited.
Now you went and added in
another doorway to the section i cordoned off, when i told you you already had too many doorways.
Lets now look at Dustbowl for some layout advice.
Although the initial area is out in the open players are still restricted by the valley in the centre to the 3 main paths of attack. If things get hectic a player may opt to drop into the central valley but they leave themselves at a height disadvantage. Red have a specific defencive position on the objective and 2 entry ways into this area. The key factor is the dictation of a specific nomans land (as highlighted in green).
Again. 2 particular paths of attack excluding the demo and soldier's jumping ability. Red have a specific defencive location, but with more alternative positions that look onto the objective. A particular nomans land can be seen.
It is important to note the simple exits and entrances between each area. Usually consisting of 1 major and 1 minor opening, or 3 minor. This is adaptable to the occasion, as long as the exits are balanced in comparison to each other, and that there are not so many that cannot be defended by a team of 16 individuals (that may not all be alive at one time).
Now lets take a look at yours:
Well it's not looking too bad at Blu's spawn but.. then we get to the middle and suddenly there are about 8-9 different locations you could be shot from. Having that many Red arrows is bad.
I hope this illustrates the main issue with your map so you may avoid this in future.