- Strip the map down so it's a standard A/D map.
- In keeping the train theme of the map, the traps are instead replaced with large barricades/explosives/whatever. BLU's new goal is to clear the barricades off the track instead of walking the train down its path and freeing it from danger like a lemming.
- When time runs out (and overtime ends), the train comes zipping down the track killing anyone in the way, crashes into the first barricade in its way and explodes.
- If BLU clears all of the barricades, the train does the same thing but keeps going since there's nothing in its way. Zipping into the tunnel leading down the mountain in stage 1 or crashing into RED's explosive stockpile in stage 2.
Similar idea, but maybe instead of waiting to do the train at the end, have it exactly as it is now, even with the smashers, but have the hits just for looks. Have a timer that counts down with each stop, adding time after each capture. The goal is to capture each point and clear the path for the train to make it to the End of the Line™.
This keeps the map pretty similar but gets rid of the part that's presumably "confusing".