Yes, red/blue is kinda default .. but conventions do have their benefits - I'd rather blame Sauerbraten for the somewhat confusing method of skinning members of the opposing team always in red .. since this approach (which has it's pro-arguments too, I know and even agree with it in general) does have the down-side of making it impossible to skin the bases/sides toward the same color-scheme.
But you're suggestion of magenta VS green might work as an acceptable alternative .. going for a white light texture and doing some form of
// colored lights
setshader bumpparallaxglowworld
setpixelparam 0 1 0 0
texture 0 lunaran/light_ceil1_d.jpg
texture n lunaran/light_ceil1_local.jpg
texture g lunaran/light_ceil1_g.jpg
texture z lunaran/light_ceil1_h.jpg
setpixelparam 0 1 .5 0
texture 0 lunaran/light_ceil1_d.jpg
texture n lunaran/light_ceil1_local.jpg
texture g lunaran/light_ceil1_g.jpg
texture z lunaran/light_ceil1_h.jpg
setpixelparam 0 1 1 0
texture 0 lunaran/light_ceil1_d.jpg
texture n lunaran/light_ceil1_local.jpg
texture g lunaran/light_ceil1_g.jpg
texture z lunaran/light_ceil1_h.jpg
setpixelparam 0 .5 1 .5
texture 0 lunaran/light_ceil1_d.jpg
texture n lunaran/light_ceil1_local.jpg
texture g lunaran/light_ceil1_g.jpg
texture z lunaran/light_ceil1_h.jpg
(taken from packages/base/metl4.cfg)
RE "defensive" - well it was more of a first impression really, after re-checking I don't think it's gonna be that "bad" (although I don't think the concept wouldn't work) - the two levels give opponents enough chance to break through .. yet if you'd imagine there only being one level that cross-over section would be pretty easy to defend, very hard to break through .. that's what I was referring to with "defensive tactics" .. as long as you maintained a good defense your flag would be safe and it would require superb teamwork (coordination) to get through any break in your opponents defenses - not so many captures, but .. if done right .. might be a map for high-class fighting, probably too frustrating for public matches ;-)