The COG Factory / Level Design Projects
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?
| archetype | Cave warren, built upward |
|---|---|
| project | p49-beast-warren |
| date | 2026-08-30 |
| built | 12 sectors · 299 surfaces · 12 direct joints · 13 creatures · 5 roosts |
| package | P49.GOB, readme.txt, screenshot.jpg |
| build | 1 — 2026-09-05 |
| sha256 | 4010884de8132bceb5e866104345516fb9cfaeaca0eef01c6eb12b0b5bd10e74 |
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
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.
========================================================================














