This map is based on the Blood Gulch level from Halo, the video game. The background of the territories is an image of the map from above (linked at the end of this post). The actual map is thus:

Now, like I said, this is very much "rough." The placement, boundaries and names of territories can be considered somewhat placeholderish for now.
I do have specific ideas though.
1. The bases (ex: Red Base) can attack their respective teleporters (Red Tele, shortened name on the map for now), but the teleporters cannot attack the bases. This is how they work in the actual game - one way.
2. I wanted the Road and the Ridges up the side to provide a tactical twist, allowing faster travel along the map.
3. See the brown areas next to the Ridges that don't have names? Those aren't territories, but impassable slopes, if you will. I haven't represented that on the map yet, except by not naming the area.
All the areas that have a generic name (Blue Area 5, etc.) are somewhat randomly generated, so they are very much open to editing.
The red and blue "continents" are each currently 14 territories (large, I know). They consist of all the generic areas, the vehicle spawn locations, and one piece of the road (so the red continent is Red Areas 1-7, the "behnid the base" area (random name), the 3 vehicle spawn places, and Road 1). These would have a bonus of 9 or so.
The yellow and green "continents" are of equal size (9 territories each) and would have a bonus of 5 or so. They consist of the 8 generic areas and the teleporter that resides within the space. Note that yellow is above the road, green is below.
This is a lot to swallow, I know.
I've also been kicking around the idea od having the bases alone have a +1 bonus, and maybe even an extra +1 for holding that base's teleporter as well. The ridges/caverns could also have small bonuses, or owning the 4 middle road paths.
Now, I know there is somewhat of a problem in the fact that the map is extremely wide open. There aren't really any isolated spots, so that makes it hard to control an area. That's partly why I've posted this so soon. I'd like design suggestions, any would be gladly considered. If you have an idea for making areas defendable (without adding arbitrary non-passable boundaries), that would be great.
So, ideas? Questions? I may have left something out, feel free to ask.