![doom 2016 snapmap bosses doom 2016 snapmap bosses](https://pbs.twimg.com/media/CcUfdbLWwAIDRoN.jpg)
There's no ammo in the room so you rely on whatever you got and can get using my mimic of the chainsaw ammo drop (dubbed Glory Kill Sprays). You can't beat the map anymore - prevent false high scores - but you can do the final boss.
![doom 2016 snapmap bosses doom 2016 snapmap bosses](https://i.ytimg.com/vi/lPonSDRBTXs/maxresdefault.jpg)
When you start the map, back up and shoot the light. I have a map with a final encounter I'm pretty proud of. How do you guys create boss fights in SnapMap? What unique ways of using the mechanics have you found to simulate a proper battle? At 25% HP, he teleports out of the Arena and creates illusory copies of himself that deal low damage and die easily, and teleports back in once they're defeated, but deals more damage now and the room is even darker. At 50% HP, the room goes dark and regular Pinkies and more Imps spawn. At 75% HP, the room fills with smoke, making it harder to see him, and Imps and Possessed spawn. Whenever he loses 10% of his HP he teleports to a random spot in the room. As the fight begins, he spawns on the other side of the room and charges right at you. One of the bosses I'm working on is a Spectre with 10x the health of a normal spectre. Right now, I'm working on a couple of experimental "boss fight" maps. The A.I is fairly limited in how you can modify it, forcing you to play around with various features and logic chains to simulate the mechanics of a typical boss battle. Due to the limitations of SnapMap, it's pretty hard to create good boss fights.