The COG Factory / Level Design Projects

Beast Warren

Cave warren, built upward
DOWNLOAD ZIP · 543 KBBUILD 12026-09-05
Beast Warren

Q. 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?

Twelve joints, every one two boxes that simply touch, and not one corridor in the level. The larger side is carved to the smaller's exact face and the leftover is a wall with solid behind it — 0.0000 square units of membrane on the plan and on the shipped JKL. Ceilings run 0.52 to 2.70, and five chambers are roosts whose floors sit 0.85–1.35 off the ground with no way to climb to them: you can see into them and never enter. The durable finding is about carving: a wall that takes TWO openings splits into four surfaces on the first carve, so the second is cut out of ONE fragment and comes out clipped — silently, because a clipped opening is still an opening. That rule is now enforced offline for every level in the kit, and this level is the counterexample that got the rule right: two earlier versions of the check refused it, and it builds and ships green.
archetypeCave warren, built upward
projectp49-beast-warren
date2026-08-30
built12 sectors · 299 surfaces · 12 direct joints · 13 creatures · 5 roosts
packageP49.GOB, readme.txt, screenshot.jpg
build1 — 2026-09-05
sha2564010884de8132bceb5e866104345516fb9cfaeaca0eef01c6eb12b0b5bd10e74

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

p49rockp49floorp49ceilp49trimp49mossp49dripp49bone

The readme that ships with it

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

 P49.GOB

 A cave warren bored out by animals, built UP instead of along. Twelve
 chambers that open straight into one another with not one corridor
 between them, a shaft 2.70 units tall, and five roosts with floors up
 to 1.35 off the ground that you can see into, shoot into, and never
 climb. Thirteen creatures live in it -- six mynoks, four probe droids,
 two sentry droids and a kell dragon -- and five of them are up in the
 roosts, which is the only reason a flying enemy is a flying enemy
 here.

 [cogfactory / p49-beast-warren]

 BUILD 1  --  2026-09-05
 sha256 4010884de8132bceb5e866104345516f

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

THIS PACKAGE
------------------------------------------------------------------------
  P49.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
------------------------------------------------------------------------
Drop P49.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
------------------------------------------------------------------------
  PLAY IT: New Game, and pick COG Factory p49 Beast Warren.
  You start with fists, a Bryar pistol and a RAIL DETONATOR with 30 charges.
  The stormtrooper rifle is in the den, the repeater on the shaft floor,
    and the bowcaster at the bottom of the flue. Bacta and shields are in the nest.
  LOOK UP. Five of the thirteen creatures are in galleries you cannot walk to.
  KILL EVERY CREATURE to complete the mission. The kell dragon has 500 health.

NOTES
------------------------------------------------------------------------
  BUILT UP, NOT ALONG. The tour is 0.60 at the burrow mouth, 0.52
  through the crawl, 1.55 in the den and 2.70 in the shaft. p44's
  outpost topped out at 0.90, which is a ceiling a probe droid cannot
  use -- a flyer in a low room is a walking enemy that happens to
  hover.

  FIVE ROOSTS YOU CANNOT REACH. The measured step-up allowance in this
  engine is about 0.070, so a gallery floor 0.85 up is a wall and not
  a step. The roosts are lit, textured and populated anyway, and the
  mynoks and probe droids come down out of them at you.

  NOT ONE CORRIDOR. Every one of the twelve joints is two chambers
  that touch, with the larger one carved to the smaller one's exact
  face -- p44 did that once and put a corridor between every other
  pair of rooms. The only loop in the level is closed by a gallery
  bridging the shaft and the flue 1.10 above the floor, so it is a
  loop you can see through and never walk.

  THE TEXTURES ARE ONE GENERATION. Six cave surfaces off a single
  labelled panel sheet -- limestone, silt, dripstone, glowing fungus,
  bone litter and a stalactite ceiling -- and a seventh trim sheet
  composed from four of them at exact pixel rows, because the engine-
  side trim bands are pinned to constants in shared code.

WHAT IS IN THE GOB
------------------------------------------------------------------------
        97  episode.jk
    110851  jkl\p49warr.jkl
      2245  jkl\p49warr.manifest.json
      3111  cog\p49done.cog
      1587  cog\p49start.cog
     32908  mat\p49bone.mat
     32908  mat\p49ceil.mat
     32908  mat\p49drip.mat
     32908  mat\p49floor.mat
     32908  mat\p49moss.mat
     32908  mat\p49rock.mat
     32908  mat\p49trim.mat

    348247  bytes in 12 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.

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