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 Jedi Knight Level

 P71.GOB

 A cave of insect burrows that will not stop spewing crabs at you.
 Every burrow you leave open keeps the factory running, and every one
 you seal makes the rest angrier. Only explosions close a burrow: there
 are concussion rifles in the cave.

 [cog factory generation 2 / p71-crab-factory]

 BUILD 8  --  2026-10-09   (first packaged 2026-10-09)
 sha256 1368d231cfc64d1c84751f38ff214894

 This level is not made or distributed by LucasArts
 Entertainment Co.
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THIS PACKAGE
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  P71.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
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P71.GOB is a level. Drop it into your episode folder and pick it from
the episode list.

CONTROLS
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  STACKING AND PILING: stacking starts on. Every 10 seconds there is a 50% chance to switch between tall stacks up to five high and low piles where crabs crawl over neighbors to get where they are going. Removing a supporting crab brings its riders down
  a concussion rifle lies just in front of where you start, and two more out in the cave; power cells, health packs, a bacta tank and a shield recharge are around the walls
  SEAL THE BURROWS: two blasts close a burrow, wherever they land on its mound. A blaster bolt does nothing to it
  THE SWARM: up to 100 crabs pump out in four-crab bursts, circle you in layers and come in to claw you; one backing off is about to pounce. Each burrow you seal makes the remaining burrows pump faster
  SABER FEAR: keep the lightsaber drawn to hold the crowd farther back. Committed attackers still brave its reach; switching weapons lets the rest close in
  a dead crab sometimes drops a power cell or a health pack: grab it before it blinks out. At most 16 drops remain, with the oldest replaced first
  seal all four burrows and kill the last crab: the factory shuts down and the level ends

NOTES
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  piling crabs cross backs that block their route, then climb down;
  incidental piles reach up to three high. Tall stacks keep moving
  with their supports. Attackers break away, and a drawn saber still
  holds the passive crowd back

  crabs scuttle at a slower pace and turn gradually while keeping you
  in view; animations retain their half-speed timing

  the crabs' fighting adapts p60's crab kit for a 100-crab swarm; the
  cave is the kraken's (p59) without its acid. Start with the
  lightsaber drawn, then find a concussion rifle

  tested in OpenJKDF2 only; retail Jedi Knight has not run it yet

WHAT IS IN THE GOB
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        85  episode.jk
     44826  jkl\crabfac.jkl
      5314  cog\crab.cog
     24989  cog\crabswm.cog
      3461  cog\p71bur.cog
      3340  cog\p71drop.cog
      5847  cog\p71fac.cog
     11498  cog\p71pile.cog
      6927  cog\p71test.cog
    225849  3do\crab.3do
    225849  3do\crbded.3do
     17250  3do\p71bsl.3do
     26637  3do\p71bur.3do
    142336  3do\key\crbdie.key
     51301  3do\key\crbhit.key
    191434  3do\key\crbidle.key
     51299  3do\key\crbland.key
     63523  3do\key\crbleap.key
    197404  3do\key\crbrun.key
    106168  3do\key\crbsmash.key
     75726  3do\key\crbsnap.key
    118251  3do\key\crbstnc.key
    154883  3do\key\crbstrl.key
    154863  3do\key\crbstrr.key
    142698  3do\key\crbwalk.key
    524428  mat\crabss.mat
    174220  mat\p71ceil.mat
    174220  mat\p71flr.mat
      2188  mat\p71hole.mat
    174220  mat\p71rock.mat
    174220  mat\p71wall.mat
     50318  sound\crbdie.wav
     38852  sound\crbhiss.wav
     21212  sound\crbhurt.wav
     19888  sound\crbland.wav
     26504  sound\crbsmsh.wav
     17684  sound\crbsnap.wav
     35324  sound\crbsplsh.wav
     19888  sound\p71bed.wav
     61784  sound\p71crak.wav
      9746  sound\p71die0.wav
      9746  sound\p71die1.wav
      9746  sound\p71die2.wav
      5336  sound\p71emrg.wav
     16802  sound\p71pump.wav
     31796  sound\p71rumb.wav
     22094  sound\p71trem.wav
       397  misc\ai\crab.ai
      1325  misc\pup\crab.pup
       122  misc\snd\crab.snd

   3673818  bytes in 50 entries

CREDITS
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  The swarm chitter, pump, emergence and three death crunches are
  deterministic procedural sounds generated by the COG Factory's
  sfxlib; no external audio service was used for these six sounds.
  The crab (crabs.3do, crabss.mat) is by Gnarly, scaled and animated
  by the COG Factory's crab kit (p60); its creature calls, claw
  attacks and landing sounds were generated with ElevenLabs. The
  cave's textures and the rumble, crack and tremor sounds come from
  p59, the kraken fight (textures from Nano Banana sheets, sounds from
  ElevenLabs). The burrows, the cogs and the level were generated by
  tools/gen2, the COG Factory's generation 2, in the
  openjkdf2_libretro tree. The pickups and their sounds are stock
  JKDF2.

  The readme format is styled after SM Sith Lord's cog headers,
  because his are the ones everybody read.

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