Author: Blobertson, Clan: Entropy Cats
If you rate it lower then 3 stars, please leave your criticisms in a comment so I can learn and improve the layout.
Wallbreakers sent after the air defense are funneled by the wall cushions into a spring trap, where they activate the teslas, at which point the tesla pocket becomes a wallbreaker decoy- 3 waves of WBs required to access air defense. Archers attempting to target air defense are funneled into one square within mortar range.
Passageway between point defense compartments on the southeast contains spring traps for giants and also WBs looking to tunnel to the DE.
Resource storages and splash towers are all segmented to guard against goblin rushing. Clan Castle is centralized so that CC troops are impossible to lure. BK is not centralized as he is used primarily for attack, not defense. If you don't plan on farming DE, or simply have none, you can kick the DE storage outside and move the BK inside for defense.
Mines and collectors are spaced evenly around the perimeter to fool goblins into circling around the whole base before heading inside. Perimeter buildings are far away from the walls to push the spawn zone out, discouraging precise troop deployments.
Mortars cover all defenses, Wizard Towers cover gold storages, which are on opposite sides of the base.