The COG Factory

Level Design Projects

Playable Jedi Knight levels, generated from source and — for most of them — carved through the real SED editor by script, with the engine run after every structural step. Each card leads with the question the level was built to answer.

These are living projects, not finished releases. A level is rebuilt whenever something is learned — a lighting rule, a texture orientation, a whole detail pass — and it keeps its filename through all of it. The build number is how to tell which one you have: it is printed in the readme inside every zip, and it only moves when the level's bytes actually change.

25 of 25 re-shot at 1280×720 with the HUD and dev text off; the rest still show their 640×480 working frames.

Gothic KeepP307 SHOTS

Gothic Keep

Can a reference photo's signature feature — a vaulted arcade of arches — be carved through the SED bridge and still be a level the engine walks? And then: what does a level owe its own honest-limits list?

15 sectors · 472 surfaces · 35 lights · 11 fixtures
archesprefabtrim sheet ×53do fixturesdetail passorientation
DOWNLOAD ZIP · 275 KB DETAILS BUILD 12026-09-05
Ore RefineryP315 SHOTS

Ore Refinery

Industrial refinery

Can a reference photo's VERTICAL layering — sunken pit, catwalk step, machine hall — be built as height steps the player actually climbs?

6 sectors · 58 surfaces · 47 things
height stepsfloor adjoinstair prefab3DO orientationhot-spot UVfixtures are solid
DOWNLOAD ZIP · 259 KB DETAILS BUILD 12026-09-05
Desert TempleP324 SHOTS

Desert Temple

Can a reference photo's radial sanctum — an octagonal chamber turned around a central plinth — be built by radial cleaving and still read as the photo's shape in-engine?

6 sectors · 74 surfaces · 3 lights
radialniche prefabceiling holecarved band
DOWNLOAD ZIP · 147 KB DETAILS BUILD 12026-09-05
Neon UndercityP334 SHOTS

Neon Undercity

Can a reference photo's LIGHTING CHARACTER — coloured neon pools in a dark alley network — be carried into the engine by a bridge-side bake alone?

5 sectors · 58 surfaces · 9 lights
lightingsector tintcontrolplainest geometry
DOWNLOAD ZIP · 158 KB DETAILS BUILD 12026-09-05
Detention BlockP343 SHOTS

Detention Block

Imperial detention block

Can ONE cell module, authored once as a prefab, be instanced six times down a corridor and still give six honest adjoins?

7 sectors · 85 surfaces · 13 things
repetitionprefabsealed doorstrim sheet
DOWNLOAD ZIP · 155 KB DETAILS BUILD 12026-09-05
Hangar BayP353 SHOTS

Hangar Bay

Starship hangar bay

Does a real SKY surface (surf_flags 0x200) open a room to the outside, and can one big volume read as scale rather than as emptiness?

2 sectors · 17 surfaces · 5 sky faces
sky flagscalestock material3do ribs
DOWNLOAD ZIP · 143 KB DETAILS BUILD 12026-09-05
CantinaP365 SHOTS

Cantina

Spaceport cantina

Can a level be carried mostly by THINGS — furniture, fittings, a bar — rather than by its geometry?

2 sectors · 40 surfaces · 19 things · 16 modelled bottles
thingsfurnitureupside-down UVstrim sheetno new art
DOWNLOAD ZIP · 177 KB DETAILS BUILD 12026-09-05
Sewer TunnelP377 SHOTS

Sewer Tunnel

Can a corridor be radial in CROSS-SECTION — an octagonal tunnel bore — rather than radial in plan?

10 sectors · 450 surfaces · 16 things · 30 lights
radial sectionoctagonal mouths24-vertex capadjoin congruencetrim sheettwo-light pools
DOWNLOAD ZIP · 255 KB DETAILS BUILD 12026-09-05
Chasm BridgeP385 SHOTS

Chasm Bridge

Does a narrow walkway over a deep void read as height, and does the drop behave? And then: can you see any of it?

5 sectors · 67 surfaces · 16 spurs · 7 baked + 1 dynamic light · 0.95 of drop
vertical voidthe light stops at the lip3DO cliff spursone dynamic lightdaylight slotv-down UVs
DOWNLOAD ZIP · 330 KB DETAILS BUILD 12026-09-05
Control RoomP395 SHOTS

Control Room

Starship control room

Can ANGLED, non-axis-aligned surfaces — raked console banks and a canted viewport — be built and still get a collide box that fits?

1 sector · 99 surfaces · 8 things · 16 lights · 18° cant · 11 textures
angled surfacesfitted collideboxambient lights things not surfacestessellate cut nothingmullions as geometrystitched sloped UVs
DOWNLOAD ZIP · 286 KB DETAILS BUILD 12026-09-05
Desert Temple ReduxP404 SHOTS

Desert Temple Redux

Desert temple, second pass

What does a second pass buy a level that already passed — detailing, prefab reuse and a light rig — when the owner drives the edit and the agent runs the tools?

34 sectors · 291 surfaces · 6 lights
training sessionridge trickcut to verticescarved altarradial clone
DOWNLOAD ZIP · 207 KB DETAILS BUILD 12026-09-05
Temple ArenaP415 SHOTS

Temple Arena

Deathmatch temple arena

Does a looping arena actually keep a deathmatch moving — is there always a way out of a fight that breaks line of sight in ONE move, and can the spawns be spread through it with none of them seeing another?

32 sectors · 332 surfaces · 8 spawns · 12.9° ramps
deathmatchundulating ringramp not stairsmeasured spawnsthe altarridge trick ×20
DOWNLOAD ZIP · 246 KB DETAILS BUILD 12026-09-05
Gothic Keep ReduxP427 SHOTS

Gothic Keep Redux

Gothic catacomb, modular

Does modular design actually pay in this toolchain — can ONE four-way arch bay be carved, welded and fanned once, then cloned fourteen times into a hypostyle catacomb the engine walks? And can the arch's…

47 sectors · 2557 surfaces · 15 bays · 25 arch passages · 32 lights
equilateral archvesica piscisone carve, 14 clonesfour-way crossingstitch, one referencecut before adjoin = incongruent
DOWNLOAD ZIP · 398 KB DETAILS BUILD 12026-09-05
Relay WheelP438 SHOTS

Relay Wheel

Deathmatch relay station

Can a level be built almost entirely out of ONE module rotated sixteen times — a curved ring around a solid core — and still play as a deathmatch map with real cover, real height, walls you can see the…

48 sectors · 1065 surfaces · 55 adjoins · 8 spawns · 31 powerups
leveldeathmatchradialtrim sheetpowerupsart
DOWNLOAD ZIP · 457 KB DETAILS BUILD 12026-09-05
Imperial OutpostP4410 SHOTS

Imperial Outpost

Singleplayer garrison outpost — TWO LEVELS

Can a hand-drawn floorplan become a playable singleplayer mission — and then a SECOND one in the same episode, with doors that open and a mission that ends?

L1 19 sectors · 402 surfaces · L2 24 sectors · 478 surfaces · 3 doors · 18 troopers · TYPE 1 SEQ 2
leveltwo levelssingleplayerenemiesdoorscog
DOWNLOAD ZIP · 233 KB DETAILS BUILD 12026-09-05
Lathe LoopsP458 SHOTS

Lathe Loops

Four stacked ring galleries

Can a grid-rotation loop — a profile lathed around the origin, braced at every joint and cut on the brace's own lines — be built four times over by four different orders of operation, and do the four come out…

224 sectors · 3120 surfaces · 352 adjoins · 4 loops · 8 switches · 128 lights
lathegrid rotationfour build orders, timedsquare-section braceboundary stitch chainstitch copies the material
DOWNLOAD ZIP · 600 KB DETAILS BUILD 12026-09-05
Imperial Supply DepotP468 SHOTS

Imperial Supply Depot

Can the p44 pipeline be driven entirely from a shared campaign.Level table, and can a level be fought through Imperial officers and commandos rather than plain stormtroopers?

12 sectors · 312 surfaces · 12 adjoins · one cycle · 11 enemies · 14 pickups
levelsingleplayerenemiesofficerscommandoslighting
DOWNLOAD ZIP · 295 KB DETAILS BUILD 12026-09-05
Droid BayP478 SHOTS

Droid Bay

Droid bay — the enemy that never moves

What does a level do for jeopardy when its enemies cannot hurt you? Stock droids are unarmed and their only combat instinct is Flee — so the turrets have to carry the level, and a turret never moves.

14 sectors · 348 surfaces · 4 turrets · 7 droids · 84.9% exposed · 15.1% cover
levelsingleplayerenemiesturretssightlinesoffline analysis
DOWNLOAD ZIP · 314 KB DETAILS BUILD 12026-09-05
Smuggler DenP488 SHOTS

Smuggler Den

Nar Shaddaa hideout, the anti-corridor

Do dense small rooms with many doors and crossfire sightlines make alien mercenaries read differently from Imperials — and what happens to a geometry checker in a level that kills the thing it is measuring…

30 sectors · 460 surfaces · 30 adjoins · one cycle · 13 hostiles · 5 doors
levelsingleplayerenemiesaliensmeleedoors
DOWNLOAD ZIP · 241 KB DETAILS BUILD 12026-09-05
Beast WarrenP498 SHOTS

Beast Warren

Cave warren, built upward

Can rooms adjoin each other DIRECTLY, with no corridors at all, and still have real wall thickness — and does a flying enemy need vertical space to be anything but a walker that hovers?

12 sectors · 299 surfaces · 12 direct joints · 13 creatures · 5 roosts
levelsingleplayercreaturesflyersverticalno corridors
DOWNLOAD ZIP · 543 KB DETAILS BUILD 12026-09-05
Walker YardP508 SHOTS

Walker Yard

Walker yard — the radius is the plan

Can an AT-ST fit? Its collision radius is 0.300 — 4.6× a stormtrooper — where a p44-scale level runs 0.35 corridors and 0.90 ceilings. What does a level look like when the biggest enemy is a plan-validator…

11 sectors · 284 surfaces · one cycle · 9.70 × 5.00 × 4.00 yard · AT-ST + escort
levelsingleplayerenemiesAT-STclass cogscale
DOWNLOAD ZIP · 295 KB DETAILS BUILD 12026-09-05
The Duel with YunP518 SHOTS

The Duel with Yun

Dark Jedi duel

What is the MINIMUM rigging for a Dark Jedi boss battle — a saber-wielding Yun who can be fought and killed in a generated level, with no cutscenes and no CD audio?

6 sectors · 167 surfaces · Yun, 500 health · yellow blade · 4 gate rows, 1 a control
levelsingleplayerbossdark jedilightsaberai
DOWNLOAD ZIP · 246 KB DETAILS BUILD 12026-09-05
The Dark Jedi GauntletP5212 SHOTS

The Dark Jedi Gauntlet

Six Dark Jedi arenas — ONE CHAINED EPISODE, with a staged finale

Can ONE generation-2 pipeline produce a SIX-LEVEL chained episode of Dark Jedi boss arenas — Yun, Sariss, Gorc and Pic together, Maw, a Jerec clone, and the real Jerec in a Sith temple who meditates…

6 levels · 44 sectors · 6 Dark Jedi, 11 placements · 44 textures, 8 computed · 6 generated tracks · 19 gate rows, 1 a control
levelepisodesingleplayerbossdark jedilightsaber
DOWNLOAD ZIP · 1 MB DETAILS BUILD 12026-09-05
The Deep CutP5311 SHOTS

The Deep Cut

EIGHT LEVELS DOWN ONE HOLE — a chained singleplayer campaign with objectives, secrets and a duel

Can this pipeline produce an EIGHT-LEVEL AAA singleplayer campaign — one continuous descent with objectives, retail secrets, doors, a rider-carrying lift, an escalating enemy roster and a final duel — from one…

8 levels · 186 sectors · 2,462 surfaces · 13.1–13.8 surfaces/sector · 34 secrets · 24 objectives · 65–83% of sectors sounded · 39 materials, 0 dflt.mat · 18 gate rows, 1 a control
levelepisodesingleplayercampaigneight levelsobjectives
DOWNLOAD ZIP · 504 KB DETAILS BUILD 12026-09-05
Sim Deck SevenP5425 SHOTS

Sim Deck Seven

A TRAINING SIMULATOR THAT KNOWS IT IS ONE — the holodeck style experiment, with a verdict

Is a TRAINING-SIMULATOR aesthetic — grid-true geometry, hard right angles, emissive trim, exposed projector housings, scenery that materialises and de-materialises in front of you — a style this toolchain does…

1 level, 7 chambers (7 SED saves, merged offline) · 56 sectors · 1,152 surfaces · 103 things · 31 materials, 0 generated · 12 hostiles incl. a hung turret · 1 secret · 8 objectives · 8 double doors · 2 movers · 5 gate rows, 2 controls · 20-36 s per chamber in SED
levelsingleplayerstyle experimentholodeckvoxel latticeemissive trim
DOWNLOAD ZIP · 255 KB DETAILS BUILD 12026-09-05