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 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.
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THIS PACKAGE
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  P41.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
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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
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  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
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  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
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        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
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  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.

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