Very fun map, a few things I'd like to point out (most/all of which was said in-game):
First Stage: I'm glad that the spawn gates are added, as you know there were still issues with snipers shooting through a small gap and demos/soldiers being able to rocket jump or fire pipe grenades over the roof above the crossing, and I know you're planning on fixing this.
There was also still the possible issue (which happened on my last playtest) where the two carts collided in the centre and got stuck, again I know you're aware of this and plan on fixing it

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No major game play issues or glitches besides those in the first stage.
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Second Stage: I know you disagree, or that maybe I'm looking in the wrong places, but the quickest route from the spawn to the final point on this stage is noticeably more distanced compared to other PLR maps I've played. In other maps (and in stage 1), I'm able to get straight out of my spawn and attempt to stop the opposing team from capturing. But in stage 2, from what I've seen, there is no quick and easy way for classes (besides jumping of kinds) to get to the final point and defend. If one team is pushing the cart close to the end and you've just spawned, there is almost nothing you can do on this stage except hope that your team mates can bide you time.
Again, this was the only major flaw to me, it was an interesting stage and played out very nicely.
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Third Stage: I was devastated to find that the pit
and the explosion had both been removed. I really hope you reconsider the pit and perhaps think of a way to balance the game-play out at this last part (since if I recall correctly, this was why you removed it), the pit was a great addition to this stage, without it I feel that the ending to the map is somewhat anti-climactic and unrewarding to the winner team.
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But as before, very nice map, great game-play for the most part, and I look forward to testing future improvements and hopefully seeing it finished

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