Not as such.
Since, all you're doing is moving the potential turtling spot from in the fountain, to 1 ft in front of the fountain (Within easy reach to leap over to wall back in)
THAT SAID, while it is technically possible to stay in the fountain and kill the minions as they're about to enter your portal, generally, in a turtle style you'd be within range to clear minions in the middle of the map.
Somewhere around where I drew the boxes on this image:
Since, if both teams are turtling in the fountain... Then the minions will simply meet in the middle and kill each other and no-one will get tickets >.>
Meanwhile, with my aforementioned suggestion of adding in a new objective, I'd probably design the map more like this:
Flipping the wall on Blue and Purple buffs (Mayhaps changing the colour of purple... Since, why do we have 2 purple buffs? One in Conq giving prot shred and this one in Arena giving attack speed...) to give space for the 2 new FG replacement spawn locations.
For added strategery I also though about turning those pillars into additional walls. Giving locations to wait to gank people as they go and check FG spawns/buffs or to create some initiation scenarios where a team fakes going FG then pounces from behind a wall. Of course, good teams will use wards, but then we have the good old Sentry Ward battles to get vision control.
Though that part is unnecessary, I just wanted to think about it while I was messing around in paint...