Spawn Defense

I'm a diehard StarCraft player. As a lot of you more than likely know, it has a powerful map editor, and a lot of maps are made "Use Map Settings." There is a particular one that I think would work well if was translated into CC: Spawn Defense. The basic idea of the map is that you cannot let 6 units pass your defense that you build up. Two teams play against each other, each team building ("spawning") units for the other team to have to kill. Spawning units generates "income" to spawn more units and/or a better defense. First one to crack under the pressure loses.
So how the heck would this work for CC? Spawn Defense is set up as a maze of unbuildable terrain that the neutral spawns walk along, with spots to build defenses on. So the map would look like 2 (short) mazes of 1-neutrals (identical to each other). Players would each have their own starting area, with the ability to bombard all neutrals within 5 territories' distance, or attack along the "buildable" sections to get to a better spot. Players would also get a spawn area that would automatically lose all but one army on it at the end of the turn, and those armies are added to the neutrals' spawn point on the opposite "team." Each round the neutrals would advance one territory down the maze. If a force of neutrals greater than 6 reaches the very (unattackable) end, the entire team is eliminated and the other one wins.
Now that I think about it, this would be a forced single doubles, triples, or quads game. And yes, I'll try to get a map or some-such up for visualization.
So how the heck would this work for CC? Spawn Defense is set up as a maze of unbuildable terrain that the neutral spawns walk along, with spots to build defenses on. So the map would look like 2 (short) mazes of 1-neutrals (identical to each other). Players would each have their own starting area, with the ability to bombard all neutrals within 5 territories' distance, or attack along the "buildable" sections to get to a better spot. Players would also get a spawn area that would automatically lose all but one army on it at the end of the turn, and those armies are added to the neutrals' spawn point on the opposite "team." Each round the neutrals would advance one territory down the maze. If a force of neutrals greater than 6 reaches the very (unattackable) end, the entire team is eliminated and the other one wins.
Now that I think about it, this would be a forced single doubles, triples, or quads game. And yes, I'll try to get a map or some-such up for visualization.