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Level mask for tower fight

I'd like to make a vertical boss fight, but I don't want to have to switch maps because there will be different players on the different levels. My solution would be to create a token mask layer. You hide and unhide it from players to simulate an above floor. It's kinda clunky and messy, but it works. It would work better if I could assign objects to a group and affect the group as a whole, but I haven't found a way to do that. I instead bake as many objects as I can into one token the size of the level. I have to keep the amount of tokens I am using in combat low to keep everything organized efficiently. I thought I'd share my technique and ask your your thoughts on it.
I'm not understanding what you mean by a token mask layer? Could you post screenshots? 
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Victor B.
Pro
Sheet Author
API Scripter
Multiple maps on same map.  Each representing a diff layer.  You have dynamic lighting on, so those on lower maps can't see above.  You drag and drop.