I tend to do more mappack wide reviews, but wanted to specifically hone in on the position area in Speedy Snowpeaks. I've seen this map a few times from private netgames to more recent fare in community servers, but it's something that's always tripped me up and I wanted to put it out in text.
Based on the natural curving of the road, the red playerstarts and the position of said playerstarts, the assumption is to go forward. While this
is a possible route, it's not actually the safe path - you can just go down to the right to get to the area. This is not signed at all because the slope is too steep - it looks like a pit here.
If the player drives forward, they're met with this:
Unfortunately I don't think your signage is really sufficient here - there is too much from afar creating visual overload, and up-close, your Ark Arrows are not visible from ground level. The Shuffle Square no-pass fences don't read as well from this far away. I'm guessing the intention was to make the texture for the welcome sign visible?
The actual safezone of what's okay to drop down from is a bit vague as well. There are two SE Ark Arrows, but one of them is pointing to what's actually a bottomless pit:
It's just too blind for what I think might be the intention. The right path feels more like a track knowledge check that borders a bit too close to being a gotcha because rather than missing out on a sneaker or something you're faulting them on a map that doesn't have terribly strong catchup as-is.
I think you should likely make the forwards path more forgiving, and a bit more apparent with physical walls instead of relying on the midtexture fences, or just move to making the right path the one you're point towards initially and the upper path an option for if you want to be a bit cheeky and try to snipe first blood from up top. I love involved, nontraditional position layouts - I'm responsible for some of the more notorious ones in the base game - but I think this one's just a little too obtuse and could benefit from some adjustments.