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Redline
A rail-lined speed channel runs through mid with four neutral pads down the line, and a team pad launches each base's route into it. Carrier and chaser both live at top speed; the spine's entries are spiked.
How it plays
The spine is the fastest line on the map, and it is exactly as fast for the chaser. Four neutral pads chain top speed down the channel, team pads launch each base's route into it, and the spiked entries make every merge a commitment — join the rail badly and the map tags you itself.
How to win it
Carriers should ride the spine only with a lead; at even spacing the chaser's pads cancel yours and the spikes punish the first wobble. The flanks are slower but safe, so alternate: fake the rail entry, let the defence commit to the channel, then take the flank while they are locked in at speed.