(First half of post omitted )... One last thing
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If you have different levelled walls, walls will be laid in no order (may need to adjust)
Just noticed this in your original post, and it reminded me of how stuff like this are actually handled, based on experience with upgrading two (or more) base layouts (like Home and War base before the layout slots, and especially after).
Each object likely has an ID number, or built-order number. For example, the first wall unit you ever make will be marked #1, the second labeled as #2, and so on. Each wall has this ID #, and when that wall unit gets upgraded, all the other layouts follow suit and upgrade as well. That's why when you upgrade your walls at home, your war base layout, or other base layouts, have seemingly erraticly upgraded walls. That is because that specific wall unit was placed differently for each layout, even if the layouts are visually the same. The only time they will likely match is if you obsessively made sure you rebuilt the base the exact same way, wall for wall, in the exact order, after picking up everything from the field.
This goes for buildings as well. Your first cannon will be 'Cannon #1', second cannon 'Cannon #2', and so on. Upgrading those will have the same seemingly erratic upgrade pattern.
Also, Barracks are handled in order as well. The right and left buttons go in order from your first barracks to your last barracks. So going when tapping your right arrow button, you will go to Barracks #1 (if you started there), to Barracks #2, then #3, #4 (assuming you have those), then Dark Barracks #1, and then Dark Barracks #2, and lastly Spell Factory, before cycling back to Barracks #1.
I'm pretty sure one can make a text file for how the base is laid out. All it needs is object name/ID, level (null for some, like Spring Traps), and X & Y location. That would be it. One entry for each object... which could be several hundred depending on TH level from walls they have.
In short, when sharing layouts, you would either have to suffer with oddly placed walls of different levels (moot point for all the same level), or have some way of processing all those walls, and buildings, to do a best fit match with what what's the receiving person has, and then place the walls in a more logical order.