Seriously though, the tremor mechanic was just an experiment. I had fun with it, but the novelty wore off after a few rounds.
Chances are, I'm just going to have it shake screens violently with no other effects. The stalemate problem, on the other hand will take some work. Ideally, TC rounds should take ~5 minutes, and only stalemate if both teams are actively turtling.
My thoughts are, it is due to how close it is to the defending spawn room. Any other time you see a CP so close to the spawn room, the capture time is generally really fast (<6 seconds), but hydro has it at 10. Most of the time, I see all the effort spent on taking out the sentries, then slowly struggling to capture the CP in a desperate battle. Because the spawn is so close, and the capture times are so long, defenders often respawn in time to prevent the capture.
There are two solutions I would like to attempt:
A) Make the CP areas more open with poor sentry locations. Metal and Health will also be placed further away from the CPs.
B) Shorten the capture times.
I am not too comfortable with this B, as I can understand the reasons valve made it so long. Frequently, 10 seconds is just barely enough to stop a sneak cap by a spy, or a scout. It prevents premature or "unfair" captures.
It is very much possible that the problems B would cause is a result of A, since a heavily sentried CP requires a larger portion of your team to leave the base.
BTW, I'm planning a total redo-of Stage 2's mid. It was utterly uninspired, and was based more around hydro's style of connectors. I wanted to see how it would play in contrast to the new style of mid I designed for stage 1.