The COG Factory / Level Design Projects
The Kraken
Q. Can a generated cave hold a boss ~25 players tall -- rising out of an acid lake it can hide under, fighting from it in stages, with cover that breaks its line of sight and a floor big enough to run and strafe on -- when the boss is drawn only through the one sector it is filed in?
Builds 2 to 4 are the owner's playthrough notes. Debris comes to rest, because SM Sith Lord's destructible-object system from Asylum of Mortality is ported whole: a controller hands out every piece, and each piece's own cog stops it, makes it standable and lets a shot break it smaller, all inside retail's 640-thing limit; the stalagmites along the walls break and grow back. Every smashed rock throws three or four power cells that never respawn and blink out if left. The slam's line and the laser's trenches heave up as generated mounds that part like a wake of earth, hold, and sink. The LASER EYES are two beams built from 3DO segments, stopped by cover through a bisected line-of-sight test. The REACH is posed by an offline solver over the rig's joints, the kraken sliding out of its pool after the player, and its escape window was measured against how fast a player gets moving. The boss's own sounds were ~13 dB too quiet across the cave in openjkdf2's OpenAL port, so its cogs now pan and fade them themselves.
Builds 5 and 6: the CRABS. The kraken roars and six of Gnarly's crabs leap out of the acid on the player's side, fan out round him and come in two at a time, or back off and pounce -- the crab kit and its swarm controller are p60, the Crab Pen. Thirty-six gate rows, eight of them located controls; retail JKDF2 has not run it.
| archetype | A boss arena: one convex cave over an acid lake |
|---|---|
| project | p59-kraken-boss |
| date | 2026-09-30 |
| package | P59.GOB, readme.txt, screenshot.jpg |
| build | 6 — 2026-10-01 (first packaged 2026-09-30) |
| sha256 | e572e438d7f86dec0291f989aafacee641fc9c3b54df3e01cf3321bcd1376aa7 |
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, models, materials, and sounds. Everything else is read from the stock
resource/, and 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
P59.GOB
A boss fight in an acid cave. Walk up to the glowing pool and a four-
armed giant rises out of it: it fires bursts of concussion bolts from
its eyes when it can see you, slams the shore so the floor tears open
in a wake racing at you, roars the ceiling down on your head, sweeps
the shore with its red heat-vision, leans out of its pool to smash you
flat if you stand too close, and roars a swarm of crabs up out of the
acid to run you down. Wound it and it sinks to head level and sprays
blaster bolts; shoot its face until both eyes go black, then finish it
with an explosive while its face is low.
[cogfactory / p59-kraken-boss]
BUILD 6 -- 2026-10-01 (first packaged 2026-09-30)
sha256 e572e438d7f86dec0291f989aafacee6
This level is not made or distributed by LucasArts
Entertainment Co.
========================================================================
THIS PACKAGE
------------------------------------------------------------------------
P59.GOB the level
readme.txt this file
screenshot.jpg what it looks like
INSTALLATION
------------------------------------------------------------------------
Drop P59.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,
models, materials and sounds, and reads the stock resource/ for
everything else.
On a libretro frontend such as RetroArch, unzip first and put P59.GOB in
the episode folder of your Jedi Knight folder, then load it from there.
The core treats the folder above the GOB's folder as the game folder,
reads the episode from episode/P59.GOB inside it, and will not start
unless that folder also holds resource/ (Res2.gob) from a real install.
CONTROLS
------------------------------------------------------------------------
the concussion rifle lies just in front of where you start; power cells, shields, health, two armour vests, a super shield (behind the pool) and a super charge (back right) are around the cave
every rock that falls when it roars smashes into rubble and throws out three or four POWER CELLS: grab them before they blink out (about 14 seconds)
PHASE ONE: shoot its CHEST. Steel plates and boulders block its eye bursts and its laser; sandbags only cover you crouched
LASER EYES: when it rises and its eyes swell red, get behind a steel plate or a boulder. The beams sweep the shore from its right to its left and back, past where you stand, and leave a trench behind them
THE CRABS: it roars and five or six crabs leap out of the acid on your side of the pool. They fan out round you, circle, and come in two at a time to claw you; one backing off is about to pounce. Shoot them: forty points of health each, and the kraken's own blasts kill them too
THE REACH: stand near the pool and it leans out over the edge, its hand hovering over you while it watches. Keep moving: when the hand draws up it is about to fall, and it will not follow you after that. Out of its reach (back from the pool, or off to the sides) it cannot try
PHASE TWO: it sinks to head level. Shoot its FACE: each eye goes black in turn (a black eye fires no laser)
PERIL: with both eyes black it writhes, rising now and then. An explosive to the face while it is LOW kills it: the concussion rifle's blast does it, a blaster bolt does not
NOTES
------------------------------------------------------------------------
its eyes burn RED while it attacks
the acid burns, and two seconds in it throws you back onto the
nearest shore
the slam's line of eruptions runs at where you stood when the hands
landed: step sideways. The floor heaves open along it like a wake
and settles back
rocks fall near you when it roars; dust at the ceiling shows where
debris comes to rest as rubble you can stand on, and shooting it
breaks it smaller; the stalagmites along the walls break when shot
and grow back
the acid is SM Sith Lord's, from his Asylum of Mortality (Hub Level
Pack 2005), with its top made opaque so the kraken can hide under
it; the way debris flies, lands, rests and breaks is his Asylum of
Mortality destructible-object system, ported
the kraken is Gnarly's krakityasshoe.3do, rigged by rewriting only
its hierarchy; each eye has its own four-cel material (its own
green, angry red, the laser's white-hot, black) so one can go dark
while the other still burns
builds 2 to 4 come from the owner's playthrough notes: build 2 the
laser eyes, the power cells and the debris physics; build 3 the
reach-and-smash, the earth wake, red and black eyes and audible boss
sounds; build 4 lets the wake sink without closing first. Build 5
adds the crabs. The balance will keep moving
tested in OpenJKDF2 only; retail JKDF2 has not run it
WHAT IS IN THE GOB
------------------------------------------------------------------------
80 episode.jk
75890 jkl\krakboss.jkl
2186 cog\crab.cog
18737 cog\crabswm.cog
2956 cog\p59acid.cog
18777 cog\p59atk.cog
17761 cog\p59boss.cog
6329 cog\p59brk.cog
3897 cog\p59cell.cog
7216 cog\p59fx.cog
7299 cog\p59gib.cog
17177 cog\p59lsr.cog
648 cog\p59mnd.cog
9958 cog\p59rch.cog
4262 cog\p59rock.cog
225849 3do\crab.3do
644399 3do\krakrig.3do
43915 3do\p59bld1.3do
44393 3do\p59bld2.3do
44615 3do\p59bld3.3do
4932 3do\p59bm0.3do
4932 3do\p59bm1.3do
4932 3do\p59bm2.3do
4932 3do\p59bm3.3do
4932 3do\p59bm4.3do
4932 3do\p59bm5.3do
9496 3do\p59gb1.3do
9497 3do\p59gb2.3do
9495 3do\p59gb3.3do
9491 3do\p59gb4.3do
6139 3do\p59hedg.3do
23453 3do\p59mbar.3do
23443 3do\p59mnd.3do
62761 3do\p59rbl1.3do
62867 3do\p59rbl2.3do
11749 3do\p59rk1.3do
3705 3do\p59rk2.3do
3668 3do\p59rk3.3do
57779 3do\p59sbag.3do
17868 3do\p59stb1.3do
25038 3do\p59stb2.3do
33306 3do\p59stb3.3do
28522 3do\p59stc1.3do
40685 3do\p59stc2.3do
56534 3do\p59stc3.3do
28074 3do\p59stg1.3do
40422 3do\p59stg2.3do
55936 3do\p59stg3.3do
62045 3do\p59wrk1.3do
62780 3do\p59wrk2.3do
158293 3do\key\crbdie.key
56289 3do\key\crbhit.key
212678 3do\key\crbidle.key
56290 3do\key\crbland.key
69886 3do\key\crbleap.key
219475 3do\key\crbrun.key
117573 3do\key\crbsmash.key
83582 3do\key\crbsnap.key
131102 3do\key\crbstnc.key
171890 3do\key\crbstrl.key
171890 3do\key\crbstrr.key
158294 3do\key\crbwalk.key
51081 3do\key\krkburst.key
218242 3do\key\krkdie.key
255163 3do\key\krkfit.key
25738 3do\key\krkhit.key
277824 3do\key\krkidle.key
48917 3do\key\krklaser.key
128991 3do\key\krkperil.key
138824 3do\key\krkrch1.key
138784 3do\key\krkrch2.key
138784 3do\key\krkrch3.key
165741 3do\key\krkroar.key
68384 3do\key\krkslam.key
4794 3do\key\p59mnd.key
174220 mat\acidbase.mat
174220 mat\acidwave.mat
524428 mat\crabss.mat
8388748 mat\cracker.mat
131212 mat\crackereyes.mat
652 mat\p59beam.mat
174220 mat\p59cceil.mat
174220 mat\p59cflr.mat
174220 mat\p59cwall.mat
174220 mat\p59edge.mat
524620 mat\p59eyel.mat
524620 mat\p59eyer.mat
172 mat\p59lred.mat
174220 mat\p59mbar.mat
8332 mat\p59pool.mat
174220 mat\p59rock.mat
174220 mat\p59sbag.mat
50318 sound\crbdie.wav
38852 sound\crbhiss.wav
21212 sound\crbhurt.wav
19888 sound\crbland.wav
26504 sound\crbsmsh.wav
17684 sound\crbsnap.wav
35324 sound\crbsplsh.wav
176444 sound\p59acid.wav
176444 sound\p59beam.wav
26504 sound\p59burst.wav
61784 sound\p59crack.wav
126610 sound\p59die.wav
116468 sound\p59fit.wav
51640 sound\p59growl.wav
44144 sound\p59hiss.wav
57374 sound\p59lchg.wav
44144 sound\p59pain.wav
30032 sound\p59pop.wav
35324 sound\p59rkhit.wav
99710 sound\p59roar.wav
31796 sound\p59rumb.wav
119996 sound\p59sink.wav
65312 sound\p59slam.wav
88244 sound\p59surge.wav
22094 sound\p59trem.wav
397 misc\ai\crab.ai
1325 misc\pup\crab.pup
635 misc\snd\crab.snd
18496165 bytes in 120 entries
CREDITS
------------------------------------------------------------------------
The kraken (krakityasshoe.3do, cracker.mat, crackereyes.mat) is by
Gnarly. The acid materials (acid_base.mat and acid_waves.mat,
renamed acidbase/acidwave) and the way they move are SM Sith Lord's,
from Asylum of Mortality in the Hub Level Pack 2005, and so is the
design of the destructible debris (his AdrenalineFx / columbreak /
columdecor cogs, ported to p59fx, p59gib and p59brk). The cave, its
rock, mound, beam and barricade models, the rig, the animations, the
cogs and the textures were generated by tools/cogfactory in the
openjkdf2_libretro tree; the sound effects were generated with
ElevenLabs (the laser's charge with a synthesized whine laid under
it). The crab (crabs.3do, crabss.mat) is Gnarly's, scaled down and
animated by tools/cogfactory/projects/p60-crab; its sounds were
generated with ElevenLabs. The bolts, the pickups and their sounds
are stock JKDF2.
The readme format is styled after SM Sith Lord's cog headers,
because his are the ones everybody read.
========================================================================



















