Comangliastuff
Sorry I didnt notice your reply.
ComangliaRedLast = somewhat easy Red hold <-> Red2nd = Bad Blue hold, Average Red hold <-> Middlepoint = somewhat bad to average hold <-> Blue2nd = Average Blue hold, Bad Red hold <-> BlueLast = somewhat easy Blue hold
I agree with you, your idea is good, but designing such a map would be a complete novelty and require someone very skilled to make such a map without being able to take easy inspiration on existing designs. My personal gripe with that is that, just like koth, it puts the pressure on the team that lost the midfight to make a move, but unlike koth, losing too many players gets punished harder (as you lose your 2nd/the round) whereas ideally, 5CP is about attackers being pressured to score a round.
So your relationship between points could be :
RedLast = bad Red hold(successful hold = big play) <-> Red2nd = Bad Blue hold, Average/easy Red hold <-> Middlepoint = bad hold <-> Blue2nd = Average/easy Blue hold, Bad Red hold <-> BlueLast = hard Blue hold
And then, a map maker must know how to create choke points that are hard to hold, without making the map backcap city, without making it sniper friendly, while still allowing for positional/corners play. That's hard.
In both cases, making good and new map designs is important, but it's equally hard to make your gamemode a reality as it is to make a differently shaped 5cp map, and perhaps even harder when you consider coding the domination rule thing. Therefore, one might as well focus efforts on trying new 5cp designs.