It seems like your last path_track doesn't have any path_tracks after it. This has caused problems for me in the past, though as
MOCOLONI said in your last thread, it might be possible to avoid those problems by sending a "Stop" output from the last path_track to your func_tracktrain.
It seems like you already have an output to kill the func_tracktrain - it may be possible that the crashes are being caused by killing it at the same time the point is captured, or killing it at the same time its phys_constraint breaks.
I'd say, to be safe, change this "Kill" output to a "Stop" output (as shown in attached screenshot) and add another track after the end of the path.
Also, it seems like your map has more than a few leaks. Hiding a prop here exposed the void (prop on the right isn't hidden for reference)
Hiding any displacement anywhere exposes the void
Several props have their origin outside the map
If any entity (including props) can trace a path between its origin and the void, the map leaks, which can cause awful lighting or even prevent your map from successfully compiling. Displacements can't block this path.
It's generally advisable to put nodraw blocks beneath displacements to solve this, since nodraw blocks can seal your world.
Here's a quick and dirty example, using the area outside BLU's spawn:
Note that I also extended the buildings down as nodraw blocks. It's important to do this instead of just putting everything in a big box, since this stops people from rendering too much of the map at once, while a box would let them render almost everything at the same time, tanking their framerate.