Yes, the colors on the camps represent starting spots.
Thus far my concept was simply that players would randomly be assigned to camps (however many players there are).
I'm not sure what options are available when coding, but if - as your comment implies - you can code a max number of starting spots, that might be a good thing to balance first turn advantage. On the other hand, with all the neutrals and protected starting spots it may be better to spread players across all starting spots (8 each 1v1, 5 each 3 player, 4 each 2v2, 2 each 3v3 or 4v4, etc). Strategy comes in when you have to decide whether to hit the neutral first turn since it will expose you to a counter attack by your opponent. You get to go first, but you weaken yourself attacking neutrals and your opponent gets to attack/bombard you directly. Remember the camps bombard their side of the ziggurat.
You will want to look for spots where you (and your team if it's teams) can capture and hold positions in spite of potential counterattacks or bombardment from camps. Randomized starting spots might give one player/team a pyramid side entirely to themselves. This is perhaps the most dangerous unbalanced drop. If each team has it's own side that's fine, but if one side gets a side to itself they could run away with the game. You can attack around the corners, but I'm thinking of the bombardment advantage from the auto-deploy starting points. Perhaps I could code a max number of starting spots per side? I that possible? Particularly for teams - can you limit a team to maximum 3 starting spots per side? (Although, as mentioned below, the auto-deploy on the ziggurat can overcome the auto-deploy on the camps. The issue is imbalance at the start.)
Probably you will want to conquer a neutral where your teammate(s) (or your other starting spots) can reinforce you in order to withstand the bombardment attacks the enemy will make against you before your next turn. If you manage to hold a spot, then you will have auto-deploy on it and can bombard the next spot you want to take to soften it up. As you take more spaces on a side of the ziggurat auto-deploy will soon protect you from bombardments. The enemy's starting spot gets +3, but once you hold three territs with +1 and two territs with +2 you will leave him in the dust. HOWEVER the way to counter this is to focus bombardment on the font line territ. Unless it's unlimited reinforcements it will take people a long time to get autodeploy troops up to the front. If you are expanding on another side of the ziggurat you may at least be able to keep your enemy contained on the side he's focusing on by bombing his front line. Of course the counter to this counter is to use autodeploy on the spots you have to expand in multiple directions. The more front lines you have the less vulnerable you are to bombardment.
This is another unique feature of the map. I don't recall another map covered in auto-deploys. I guess we'll see how it plays (or how you guys think it will play).