Anyways, I have an idea for a new map that I think would be a lot of fun. Consider a standard 64 team tournament bracket, where every spot for a team is a region. There are six rounds of a tournament, each with half as many teams as the last, and also one champion. Therefore there are 64+32+16+8+4+2+1=127 regions.
Here is an example of what I mean, although I doubt this would even qualify as a first sketch:

There are a lot of ways to set up the gameplay, but here is what I propose:
-Players begin only in the "First Round" (i.e. in the 64 regions at the far left and far right). everything else begins neutral, with more neutral troops in the higher rounds.
-Every region can two way attack its pair (what I mean is every game in a tournament is 1 v. 1, the regions that correspond to those two teams can attack each other).
-Every region can one way attack the adjacent region in the next round (this makes sense intuitively: both teams that play each other have the opportunity move up to the next round, so those two teams can attack the winner of that game)
-There does have to be some sort of way to move backwards, so I propose that any region can one way attack all the "First Round" regions directly below it. (So a "Third Round" region can attack four "First Round" regions, a "Fourth Round" region can attack 8 "First Round" regions, etc.)
-The game is won when a player holds the championship (maybe for two rounds?), or eliminates the competition.
The last concept regarding gameplay is bonuses. There is no good way to make regions that I can see. Instead, players can get a bonus for holding a region and all the regions leading up to it. (So, for example, holding the regions that correspond to two teams that play each other in the "First Round" and the winner of the game might get a bonus of 2. Holding a "Third Round" region and all that lead up to it might get a bonus of 8. etc.)
Since this is essentially a race to the Championship, there will be a lot of strategy regarding whether to send your troops backwards to build up bigger bonuses or march forward towards the championship. And since everyone's paths eventually collide, choosing when and how to make your move would be very important.
Comments? Critiques? Advise? If my descriptions were not clear, please let me know and I will try to show what I mean visually. I am of course open to any recommendations the community suggests, especially regarding the number of neutral troops on the higher round regions.
In terms of logistics, I would like to be involved in the creation of this map. However, I have absolutely no artistic ability and I am not very good at image design. I am willing to learn, but if someone wants to do it themselves that would probably be better.
I hope you all think this could be as fun as I do. I look forward to hearing from you.
-carlpgoodrich