v1.1 - Added another island near mid to make mid control less OP, Combined a couple small islands, Moved back front wool, Put both wool rooms on small hills, Split spawn into 2 exits, Split first island into two with a bridge, Significantly expanded size of mid island.
I got a lot of feedback on Mo Bamba from those who saw the map. I appreciate all of the feedback, as it can be difficult to identify gameplay problems with a map that you personally designed, especially as a new mapmaker. It hasn't been seeing testing, but I think with this latest update it will make for much more interesting and balanced competitive games.
Problem 1: Too much void
I agree that the original version of this map had a LOT of void, which makes it difficult to move around quickly and really limits the number of attack routes. After adding two new islands on the corners of mid, expanding pretty much every island's size, and splitting the first islands outside of spawn into a set of two islands, this problem should be significantly improved.
Problem 2: Front wool hard to defend
The new version of front wool is much different. It is still difficult to defend, as it has 2 viable paths and is quite close to some of those middle islands. On the other hand, it's been pushed back and raised up, so now it's on a small hill and is relatively close to spawn. There's also a full bedrock wall underground which will make tunneling less effective. Overall, I think it will be interesting to see how it plays, but I hope it will be a bit more reasonable for defenders.
Problem 3: Entire map hinges on mid control
The addition of the L-shaped corner islands at opposite corners of mid should make a huge difference here. Teams now have a way to oppose pushes toward front wool and even a way to push back wool without needing mid at all. That being said, the L-shaped island closer to your spawn is really dangerous to lose, as it's only around 12 blocks away from the edge of the front wool defense, meaning the defender will have to be constantly watching it. The placement of this L-shaped island might need some tweaking.
Tunneling on the side of the map could take you behind the front lines and, if you're smart about it, could take you right to their defense. The side island has been stretched out and now has an archer tower/launching pad to give you another angle to get mid from.
Finally, mid is much bigger now, making it a bit harder to defend the whole thing. It's pretty unlikely that a team would be able to hold the mid island for the entire game.
Let me know if you have any feedback on this update. I'd really like to see it tested soon, as it would be really disappointing to have an all old CTW map pool.