The two vps were to force teammates to work together (which has led to some wild games when we tested), instead of being 2 1v1's like most team games are (at least from what Ive cast), it also creates an interesting dynamic due to the LoS blockers that instead of being vertical it can become very horizontal fighting due to fighting from VP to VP vs Base to Base. I did however place the munitions (actually all points) based on the travel time to that point from the base. So everything is within 5ms of distance in comparison to the other team. The narrowness can be an issue, and I tried to resolve this with forcing riskier emplacement positions and very few garrisons to minimize some cheese that could be abused.
But I can see why narrow maps can be hard or unfun to play.
Btw regarding 2 VPs, i'm not sure if, lets say, you contol both thouse VPs, it will bleed enemy tickets just like if you control 3 VPs on any other maps? Or it will have same bleeding rate as of you controlled 1 VP?
Problem with 2 VPs for example can be seein vs double OKW or in general it will provide too much of simcity like gameplay, because both VPs are very close to each other.
But maybe I should play more of it against different factions and builds. But from what i've seen, this map could be just as fun as frustrating, because when you face some sort of cheesying on it, it might be very hard to play against it.