The COG Factory / Level Design Projects

Relay Wheel

Deathmatch relay station
DOWNLOAD ZIP · 457 KBBUILD 12026-09-05
Relay Wheel

Q. 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 thickness of, and no two spawns in sight of each other?

Yes, and the sixteen-fold symmetry is what makes the last claim measurable rather than arguable. The ring is one wedge described once in its own radial frame and written out sixteen times; every other wedge stands 0.14 off the core, which leaves eight buttresses of cover that cost nothing because they are simply where no sector was put. A wall in this engine has no thickness at all — it is one shared plane — so every doorway here is its own room 0.13 long that you walk THROUGH, and nothing shares a plane with a room it does not open into. The expensive lesson was the opposite of the obvious one: a cut that reaches a wall's own edge silently corrupts an adjoin two hops away, and sixteen of seventeen ring joints survived it only because both sides were banded at the same heights. A rule that holds by accident looks exactly like a rule that holds.
archetypeDeathmatch relay station
projectp43-relay-wheel
date2026-08-30
built48 sectors · 1065 surfaces · 55 adjoins · 8 spawns · 31 powerups
packageP43.GOB, readme.txt, screenshot.jpg
build1 — 2026-09-05
sha2565ec1c118048daac45f62d1ed23f0c406888f2ec87d159919fb7ff7b153700cb9

Installing it

  1. Unzip it.
  2. Drop the .GOB into the episode folder of a Jedi Knight install — the one that already has JK1.GOB in it.
  3. Pick it from the episode list. On a libretro frontend, load the .GOB itself 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

p43wallp43floorp43ceilp43trimp43corep43hullp43trm2p43gratp43scrnp43machp43icep43rust

The readme that ships with it

========================================================================
 Jedi Knight Level

 P43.GOB

 A derelict Imperial subspace relay station, built as a wheel: a
 sixteen-segment ring gallery curving around a solid reactor core, four
 thresholds you can see the thickness of as you walk through them, and
 four docking arms that share one envelope and share nothing else -- a
 coolant sump you drop into, a mast well open to space, a hoist gallery
 you fight from above, and a comms vault of three lanes past two solid
 piers. Eight seats, thirty-one powerups, and a line-of-sight oracle
 that says no seat can see another.

 [cogfactory / p43-relay-wheel]

 BUILD 1  --  2026-09-05
 sha256 5ec1c118048daac45f62d1ed23f0c406

 This level is not made or distributed by LucasArts
 Entertainment Co.
========================================================================

THIS PACKAGE
------------------------------------------------------------------------
  P43.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
------------------------------------------------------------------------
Drop P43.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
------------------------------------------------------------------------
  HOST IT: Multiplayer -> Host, and pick COG Factory p43 Relay Wheel.
  EIGHT SEATS, so GetMaxPlayers() answers eight.
  The ring runs all the way round; every arm is reachable from it.
  The sump's pit is a one-way drop -- the ramps are the way back up.
  The hoist gallery is high ground you leave by jumping off it.

NOTES
------------------------------------------------------------------------
  ONE MODULE, SIXTEEN ROTATIONS. The ring gallery is one wedge
  described once in its own radial frame and written out sixteen
  times. Every other wedge stands off the core by 0.14, which leaves
  eight solid buttresses in the ring -- cover that cost nothing to
  build because it is simply where no sector was put.

  NO PAPER-THIN WALLS. A wall between two sectors in this engine is
  one shared plane with no thickness at all, so depth has to be
  designed in. Every doorway here is its own room 0.13 long, so you
  walk THROUGH the wall and see its jamb, head and reveal; the core,
  the buttresses, the mast and the vault's two piers are regions no
  sector covers; and nothing in the level shares a plane with a room
  it does not open into.

  FOUR ARMS, ONE ENVELOPE. Each arm is 0.78 deep and 1.44 wide,
  entered dead centre, and mirror-symmetric about its own axis. Beyond
  that they have nothing in common: the sump ramps down to a pit, the
  mast well is nine tenths of a unit tall and open to the stars, the
  hoist has a gallery over its floor, and the vault is three lanes
  past two piers, joined at both ends.

  THE TRIM SHEET IS THE BUILDING. One 128-pixel sheet carries four
  bands -- hazard stripes, a SECTOR 7 sign plate, a conduit run and a
  riveted locker panel -- and a conduit course at 0.30 above the floor
  plus a kick strip at the base runs on every wall of every room in
  the level. Where the sump's rim steps down, the lip is exactly as
  wide as its riser and both faces read the same texel row at the
  shared corner, so the sheet's own bright divider lands on the edge:
  0.08 of flat geometry that reads as a moulding turning through
  ninety degrees.

  MEASURED, NOT EYEBALLED. Eight seats is twenty-eight pairs, and a
  sixteen-fold symmetric level is exactly where an eye fails at that.
  A portal-walking line-of-sight oracle says all twenty-eight are
  blind and every exposed fighting spot has cover within one move --
  and the same oracle was made to report exposure on four deliberately
  bad layouts first, because an oracle that only ever agrees with you
  is not evidence.

WHAT IS IN THE GOB
------------------------------------------------------------------------
        97  episode.jk
    289248  jkl\p43relay.jkl
      4113  jkl\p43relay.manifest.json
     32908  mat\p43ceil.mat
     32908  mat\p43core.mat
     32908  mat\p43floor.mat
     32908  mat\p43grat.mat
     32908  mat\p43hull.mat
     32908  mat\p43ice.mat
     32908  mat\p43mach.mat
     32908  mat\p43rust.mat
     32908  mat\p43scrn.mat
     32908  mat\p43trim.mat
     32908  mat\p43trm2.mat
     32908  mat\p43wall.mat

    688354  bytes in 15 entries

CREDITS
------------------------------------------------------------------------
  Generated by tools/cogfactory in the openjkdf2_libretro tree.
  Geometry authored through SED (github.com/smlu/SED) over the
  cogfactory bridge.
  LucasArts did not make this. Jedi Knight is theirs; this is a fan-
  made level.

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

========================================================================