Very early on I knew I wanted Wily Golem in the game somewhere, as did a lot of people. This boss on the gameboy was always a favorite. But we already had a giant robot fight with the original V1 Gamma boss. I opted for a traditional "head with hands" boss fight for this one. After all, that's how you fight him in the game.
Art by Pegg

Once again I knew sprites were going to be a problem with this fight. How do you even render an Arm in Doom without the use of models or voxels? Well, by some miracle we managed to get it looking pretty good. Possibly could be even better, but I'm happy with the result. The trickiest part for the artists was the hands, as they needed
full sprite rotations (no mirroring allowed!). Pegg, Molly and BatteryBlack did a great job with all the annoying segments that had to be made for him. The code is honestly a mess and I don't know how I got away with it, but it's functional! Oh and this is the last time I'm doing a "3d model" of a character in a Doom level I swear. The shark was awful but trying to model out the torso with sectors wasn't fun either.
Anyway, I had a lot of ideas for arm and hand attacks but a lot of them had to be scaled back mainly due to the way the arm code works. It's not very flexible. An idea was to have the arms attack individually (the code is still in there to allow for that), but I figured it was already difficult enough keeping track of the arms plus the torso laser. The hand flamethrower was originally going to be a laser, but having it aim at the character was odd looking. Finally the "grind" attack was going to have unique frames for the hands as you can see in the artwork above, but I figured it was ok to just use the fist instead of sprite up another 8 rotations for that one attack.

Most of phase 2 I came up with on the spot. Originally Duo and King were going to help you fight off two Machinegun Joes with Roboenza effects, but after playing with the idea for a while and realizing it would just be a lot to take in for the player, it was scrapped.