The COG Factory / Level Design Projects
Temple Arena
Q. 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?
| archetype | Deathmatch temple arena |
|---|---|
| project | p41-temple-arena |
| date | 2026-08-25 |
| built | 32 sectors · 332 surfaces · 8 spawns · 12.9° ramps |
| package | P41.GOB, readme.txt, screenshot.jpg |
| build | 1 — 2026-09-05 |
| sha256 | e6b39fae8781d0134032b4f80d7280a4470eb7dcb522487128c56d42b3ac68a2 |
Installing it
- Unzip it.
- Drop the
.GOBinto theepisodefolder of a Jedi Knight install — the one that already hasJK1.GOBin it. - Pick it from the episode list. On a libretro frontend, load the
.GOBitself as content.
The GOB carries its own level, cogs, materials and sounds and
reads the stock resource/ for everything else. There is no
retail game data in the zip.
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.
Screenshots
Textures generated for this project
The readme that ships with it
========================================================================
Jedi Knight Level
P41.GOB
A small deathmatch temple: a sunken court open to the sky, walled
around by an ambulatory that RISES AND FALLS as you circle it. Two
corners stand a storey above the other two and every gallery between
them is a ramp, so there is high ground everywhere and no stairs
anywhere.
[cogfactory / p41-temple-arena]
BUILD 1 -- 2026-09-05
sha256 e6b39fae8781d0134032b4f80d7280a4
This level is not made or distributed by LucasArts
Entertainment Co.
========================================================================
THIS PACKAGE
------------------------------------------------------------------------
P41.GOB the level
readme.txt this file
screenshot.jpg what it looks like
INSTALLATION
------------------------------------------------------------------------
Drop P41.GOB into the `episode` folder of a Jedi Knight install (the one
that already has JK1.GOB in it) and pick it from the episode list.
Nothing else needs to change: the GOB carries its own level, cogs,
materials and sounds, and reads the stock resource/ for everything else.
On a libretro frontend, point the core at the GOB itself. It needs a
folder beside it holding `resource/` from a real install -- that is
where the retail data lives and none of it is in here.
CONTROLS
------------------------------------------------------------------------
Standard Jedi Knight controls -- this is a level, not a mod. Nothing
is rebound and no script runs.
HOST IT: Multiplayer -> Host, and pick COG Factory p41 Temple Arena.
The episode is TYPE 2, so it appears in the multiplayer list and not
in the single-player one.
NOTES
------------------------------------------------------------------------
EIGHT SPAWN POINTS, one in each bay of the ambulatory. They were not
placed by eye: a line-of-sight tool walked every candidate pair
through
the level's own sector graph, and these eight are the largest set in
which no spawn can see any other. Eight players, then -- the level's
walkplayer count IS the player cap.
THE LOOP. Four corners, four galleries, no dead ends: every space
has
at least two ways out and most have three. The court in the middle
is
a hub with eight bays onto it, so you are never more than one
decision
from a different part of the map.
THE COURT is the killing floor. It is open to the sky, it is sunk
two
steps below the ring, and eight bays overlook it. You can drop into
it
from anywhere; you can only walk back out at the low end of a
gallery.
Think before you jump in.
THE ALTAR in the middle of the court is solid, and it is the reason
the court is playable rather than a shooting gallery -- it breaks
every
straight line across the middle. The pit is a ring around it, so
there
is always cover down there if you keep moving.
TELLING THE CORNERS APART: the four quadrants carry different stone
tints -- green, gold, rose and blue-grey. The geometry is identical,
so
the colour is the only thing that says where you are.
WHAT IS IN THE GOB
------------------------------------------------------------------------
98 episode.jk
96261 jkl\p41arena.jkl
3428 jkl\p41arena.manifest.json
32908 mat\dtceil.mat
32908 mat\dtfloor.mat
32908 mat\dtniche.mat
32908 mat\dtsky.mat
32908 mat\dttrim.mat
32908 mat\dtwall.mat
297235 bytes in 9 entries
CREDITS
------------------------------------------------------------------------
Built with the COG Factory's SED bridge: the geometry was authored
inside the real editor by script, and checked by an engine that ran
the
level after every structural step.
Textures generated for this level; sky and colormap from the stock
game.
The readme format is styled after SM Sith Lord's cog headers,
because his are the ones everybody read.
========================================================================










