Quaint's reminded me of
this old post.
Quote
As an example, at one point several sessions in, it felt as though the player wasn't being given enough of a "cool-down" period after being in the action at the control point. The pacing was actually too intense. In addition, teams that captured the zone felt they had no space in which to keep control, due to the continuous stream of enemies pouring into the space. This devalued some classes significantly, like the Engineer. We were able to address both of these issues through the creation of an area in front of the respawn rooms. This allowed us to push the spawn points further away from the control point.
Quaint's got it nailed with the extra ships idea, but not with moving it to 3cp. Remember carpo? That was a small 3 cp map, but even then it's bigger than whalerocket. If you change whalerocket to a 3cp, either those 3 cp's are going to have to be close together, or you'll have to push the spawns even further back. I think you should stick with the koth theme because it
is a fun map as it is, but it could use some tweaking for balance. I'm also with quaint when he said the outside's the place to be, but there just needs to be a little more outside.
My own idea:
Red/Blue = Spawns
Light grey = new ship hovering infront
Purple = one-way doors
Light Blue = barrier/wall
The grey area in front is a roofed platform/ship about the same height as the rear spawns that provides neutral high ground above to point to clear the point from and provides a 3rd spawn for both teams to embrace the centralised, clusterfuck nature of the map, yet make it a bit more managable for players. I tried to optimise its floor plan myself (sniper lines, cover, spawn-to-spawn killing, health etc.) but after half an hour I decided to leave it up to you.

The areas labeled A & B are the sniper decks, which should be more usefull now that snipers can view a larger area with combat on it, but to counter this, I think you should allow players to walk over the rear jets to allow access between A and B so that snipers are vunerable to more than just counter snipers (who would be putting themselfs in the middle of the battle just to do so), generally doesn't let snipers have a free snipe and even lets them snipe the other side of the map if they dare, yet doesn't affect the rest of the map's routes.
EDIT: Also, do something (not much, but something) about the stairs from the fins to the point, they're a bit of a choke point, which probably isn't so good right outside spawn.
It'll also be interesting to see how the new platform will affect the fin, because it's a bit of a cool down zone at the moment . . .