Timing for snowycoast goes more or less like this:
1) the side door near RED's 1st spawn opens as the cart is about 1/2 way to 2nd from 1st cap (lets RED players start falling back)
2) BLU caps 2nd
3) RED's last spawn is activated, RED's 1st is deactivated
4) RED left in the 1st spawn are moved to the last spawn, RED gets a respawn wave for their last spawn
5) side doors at 2nd open allowing ambitious BLU players to move forward
6) 16 seconds later the main gate for the cart opens
7) BLU's 1st forward spawn becomes available
By the time the cart comes out of the kennels, it's at least 20+ seconds. Longer if BLU decides not to push it immediately.
Btw Barnblitz does something like that when 1st is capped btw. It slays the RED left in spawn, then respawns them at their 2nd spawnroom.
I was doing this on snowycoast's previous versions, but because the fight for 2nd brings BLU right to the 1st spawn doorstep AND because the spawnroom is so much larger than on barnblitz, it was a lot more common for people to be in spawn and get slain for no good reason. The respawn force was completely necessary when slaying players to move them. It is now only necessary because RED's last spawn is so far away.
One of many reasons why I'm bringing this out for discussion.
I think this new plan could work if I handle it correctly. Maybe split who goes where. Like move RED left in the 1st spawn to last, but respawn the dead at the new quick spawn. Or maybe 16 seconds is long enough for most RED to respawn naturally at the new one without a respawnwave. Or maybe that but I let them spawn there until the cart comes through the 2nd gate in the kennel. I dunno. I need to sit down and do the math on this to see where everyone ends up.
I know something definitely needs to be done to help 3rd because usually BLU just blow right through it. Except for the 3rd exit from BLU's 2nd forward spawn, all of this is still in the theory and testing stage.