Looked around the map for a bit today. Seems interesting, but a little complex here and there.
http://i.imgur.com/xPZ5skS.jpg
Texture glitch here at C. Did you use custom textures? If you did, you have to pack them into the .bsp using a program called pakrat.
http://i.imgur.com/KYtyrcl.jpg
http://i.imgur.com/dA9e8lK.jpg
These two pictures illustrate why I will love attacking C as a demoman. If you get people killed/off the point there is no way for them to get out of their spawn to stop the point capture. It's too easy to kill anyone coming out of red spawn/trap them out. Consider adding something to block sight to from the point to both doors, or moving the structure the point is on.
http://i.imgur.com/wHkW55e.jpg
You're probably going to need another ramp up to the highground at this corner, either by jumping on boxes, a plain ramp, or displacement ground slope. If your medic winds up right here it won't be a good time.
http://i.imgur.com/fmxRCCL.jpg
Interesting structure for C, definitely gravelpit styled, however it'll be much easier to attack because of the way you have it positioned- overlooking red spawn and with ramps coming from blue side. Could play alright (other than the sightline mentioned before) but only testing will tell.
http://i.imgur.com/8GFkfM4.jpg
Anyone who chooses to walk out of this door from red spawn is dead if anyone from blue is in the area. It's extremely easy to spam, it's a long distance from getting to any high ground, people can camp right above it, and you have to walk out before you can rocket jump up.
All in all, this could be really interesting. I feel like it needs to be opened up a bit and the transitions on the right side of blue's spawn need to be simplified a bit. Looks promising, though.