There are two major issues with those propositions
-2 defined spawns. There will be a moment where both carts will be way nearer of the hostile zone that the players spawn. It may be fine but what when the cart cross this point ? Have players to go in front of the hostile spawn ? Should I exchange them ? Give one of them to the other team ?
-shortening the track. Good for quick action, very bad to get any sens of territory, though. Imagine with an half lenghty track, it would takes a fews seconds for scouts and pyro to land on your base. How engineers would be supposed to build anything ? I fear a "deathmatch syndrom"
I don't mind trying to tweak it a lot, but things are pretty delicate. Maybe my best bet is making a more versatile layout along the track, with plenty of vertical play, and so on. Do you think I may also have some path that is more easy to use when going into reverse direction (with chutes etc) or maybe the contrary, somme passage more friendly to use when going in the direction of the carts ? I'm just afraid all this work would be void eventually.
I'll move the spawns back anyway, sounds like something good. Do you want me to shorten a bit AND remove any central accès ? This would avoid people coming from everywhere. All considered, I'm more likely to keep all entites and remove everything else, and start the layout from scratch (would allow me to modify track lengh, access, verticality.
This aside, I may have a new tweak to have a more dramatic uber speed without making it excessively powerful. From now, it is 10s long, and hardly a game killer, it's more closing in onto the hostile team. What I propose (and note this a thing players have not to know) is slowly increasing the uber speed effect with time elapsed without triggering it. Say 1s per minute, by instance. Triggering the über speed very quickly for teamplay/luck reasons would result into the nice push, but triggering it after a 10 minutes struggle will award players with a killer move.
PS : I wouldn't mind any feedback from people who have played it with players knowing the mechanics.
EDIT :
So far snake is like the upper drawing, with main track un green and secondary paths in orange.
Should I aim for the lower schematic, with a comparatively smaller tracks, with secondary zones all along and spawns farther from the action ?
If you do have some proposition for the spawns, a little schematic would be gladly welcomed.