Alright nigger I dug up my fucking ideaguy .txt from the old external drive let's see what we've got
Boss #1 Tests – general mechanics.
Just a fuckoff big dude/robot that flails around with tons of health, damage, shitty reaction times and turning speed so you can run circles around it.
Some regular mobs spawn in the boss room, but not too many and not too frequently. They are just there for player to kill while dodging bigguy.
Attacks rip off chunks of armor, weapons and limbs off of this fuck. And you can shoot directly at the part you want to lop off.
Each chunk gone changes the movement and attack patterns appropriately, the thing becomes quicker and more dangerous the more you hurt it.
You can use the weapons you rip off of it, and some gibs may act as health pickups, as the player is going to be laying into it for long and pickups will dry up.
The arena is some mall-looking place, central area is relatively open, with some chest-high walls with potted plants and shit, and tons of siderooms of different sizes, plus a second floor with the same shit.
Most of it is destructible, so it starts out as a smaller arena with cover and siderooms on edges, and ends up as one large arena. Maybe have the second floor kind of collapse or just become inaccessible. And it starts out nice-ish looking, and just becomes a fuckall pile of rubble by the time you're done.
That boss reappears later on in the game as a common mob.
Boss #2 Tests – grenades.
A phalanx of riot cops with shields. They march onto you in a testudo, two troops deep, and shooting them doesn't do much. The level is just a big corridor with a couple branches that rejoin the main thing. Branch exits get blocked off as testudo marches past them. The side from which testudo advance is a blob of sterile white light, rear – some sort of dark grate. So it must be some sort of aquifier/drainage works.
Rear cops throw tear-gas nades that serve as a timed area denial thing, by obscuring your vision and quickly draining your hp if you walk into the cloud. You can shoot these midair.
They will mob you without lowering their shield if you get too close. They will actually march much faster if you are close.
You can shoot one in between the top and the front shield. Killing one will cause the cop behind him to rush up to take his place. If you quickly kill that cop too, ones to the side of the break will raise their shields onto sides and the testudo will split. Minimal formation size is 6 – three in front, two covering sides, and one in the reserve. If a formation is smaller than 6, remaining enemies lower shields and run off to the nearest intact formation to join its reserve.
One problem – testudo happens before you get the chaingun or ASMD, and your revolver is only quick enough to kill the reserve cop if you are standing real close to the phalanx, risking damage. So you have to learn to throw nades. A frag thrown into the breach will kill several cops at once. A knife will only kill the reserve. A brick will painstate/stun him, so your revolver can recover from recoil and you can headshot him.
You get an encounter with a small testudo earlier in the level, but you can keep your distance easily (even though you don't have space to run circles around them) and they don't throw gas nades. You also get to see how gas nades work in the same level. You also get to kill several shit enemies that clearly telegraph a weak spot uncovered by a shield. These only show up in this level.
Testudo will reappear as a common enemy later on.