i certainly agree that some of hte spawns do promote easy spawn camp kills. many of the spawn exits are like 1 person doorways limited to 1 spawn point. Rail Gun is a good example. I mean, the axis only get to spawn in 1 place (assuming no flag) and pretty much only 1 exit. (jumping outta the windows is slow and a pain in the ass)
On Oasis, at the Old City flag, axis mortars can have a ball with the Allies who are spawning cuz it’s such a pain in the ass to get unravelled in the huge mess and going through that one tiny doorway in the tiny Old City spawn room. the invinciblity shield is long gone by the time you’re out the door, so mortars have your ass already.
Of course, if the teams are evenly matched, spawn raping isn’t usually a problem. but if the teams are unbalanced, it’s quite easily promoted due to how spawns are set up. the 3-5 second spawn shield is kinda useless cuz you use all that time to get unravelled and getting through the tiny exits at spawn points.
I also think that there should always be TWO spawn points at all times. They could be relatively close to each other (an example would be MP_depot in vanilla wolf, axis can spawn in the Coal Depot or the Command Centre), but there still should be 2 spawn points. This set up would have at least 1 spawn not being raped (hopefully) and they can fight off the campers at the other spawn. Like in Battery Map, the allies can choose to spawn in the east side or west side of the beach. It does help a lot especially when artillery is all over the west side.