Looks pretty good. I have some advice that you are welcome to ignore but might be helpful. First of all, when it was played in the New Maps Pug, snipers were OP as heck. You did kinda nerf them by removing the passage from first to second but the first point still could be pretty sniper friendly. Here is an idea to stop this:
http://i.imgur.com/FdIXlOw.jpg
(We will get back to the red lines)
In this idea, you would remove the rocks under the black circle and replace them with rocks roughly where the black circle is. This would nerf the main sightline:
http://i.imgur.com/dhE5tWX.jpg
In this sightline you have a full view of 2 of the four doors that Blu can use to exit and access to a full ammo pickup and half health pickup. The Blu's do get access to their spawn room though. With the rocks blocking that you would have to go to alternate sniping spots such as:
http://i.imgur.com/Mr6TUPC.jpg
or
http://i.imgur.com/qoJQ9em.jpg
In the first option you get a view of all doors but are at an odd angle to snipe, have no hp or ammo pickups and to get cover requires dropping down to where the new first point is and cannot get back up there without looping around to cliff again.
In the second you get the clear view of the two doors but have reduced access to the hp and ammo pickups, cannot easily get cover without dropping down which means struggling to get up there again. Overall I think it keeps sniper viable to run one to first without being so overpowered that you would run two snipers 24/7.
Now back to my first picture:
http://i.imgur.com/FdIXlOw.jpg
I think that removing the rocks under the farthest right lines would be essentially if you were to take my original idea of altering the rock. It would prevent the hill from being too narrow and choke pointy.
The other rocks under the left red lines are less essential to remove. They would make it easier for the people capturing the point which is needed because you are giving red a ridiculous height advantage (unless the combo was to hold on the cliff above the point...)*shrugs*
Last is horribly broken though. Firstly it is ridiculously spammable from spawn:
http://i.imgur.com/sPy2DV6.jpg
Imagine a heavy sitting in the door with the med healing from inside spawn. Med is safe, heavy is near impossible to kill and if the med has kritz? gg no re.
Additionally:
http://i.imgur.com/9FRlENS.jpg
This is a pretty strong sniping position. Put a solly in the spawn-map room connector and if anyone rushs the sniper he backs up and lets the soldier take care of it. To fix these problems with last, you could either move it back farther away from the Red spawn or make the reds stop spawning in the top spawn after the third point is capped. That would probably require adding a second door to the bottom spawn room however.
Also I like spires. Spires are good. Good spire.