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 Jedi Knight Level

 P44.GOB

 A small Imperial garrison outpost in TWO LEVELS, built from two hand-
 drawn floorplans. Fight through the west wing, and when the last
 stormtrooper falls the mission completes and drops you into the east
 one -- a bigger ring of nine rooms and six corridors with three blast
 doors that really open. Eighteen stormtroopers, thirty-two pickups,
 and the level's own startup COG hands you a rail detonator on the way
 in.

 [cogfactory / p44-imperial-outpost]

 BUILD 1  --  2026-09-05
 sha256 75f619f8325f11641d92bfc0053b4178

 This level is not made or distributed by LucasArts
 Entertainment Co.
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THIS PACKAGE
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  P44.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
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Drop P44.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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  PLAY IT: New Game, and pick COG Factory p44 Imperial Outpost.
  You start each level with fists, a Bryar pistol, and a RAIL DETONATOR with 30 charges.
  LEVEL 1: the stormtrooper rifle is in the armoury, the repeater in the barracks,
    and the bowcaster in the store room at the far end.
  LEVEL 2: the rifle is upstairs-left, the repeater in the south-east room and the
    bowcaster in the south-centre one. THREE DOORS OPEN -- walk up and press USE.
  KILL EVERY STORMTROOPER to complete a level. Level 1 then loads level 2.

NOTES
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  THE DRAWING IS THE SPECIFICATION, TWICE. Every coordinate in both
  levels is a floorplan read at 0.005 world units per pixel and
  rounded to 0.05. The only numbers chosen rather than measured are
  the ceiling heights, the doorway sizes and the door jambs -- a plan
  view cannot carry those.

  NO PAPER-THIN WALLS, AND IT IS MEASURED. Two sectors that touch on a
  plane share a rectangle with a room on both sides of it; whatever of
  that rectangle is not adjoined is a partition with NOTHING inside
  it. Level 1 shipped with 0.6582 square units of exactly that around
  its doorways, because every opening was inset from the shared face
  on both sides. Both levels now carve the exact overlap, on the
  larger side only, and measure 0.0000.

  THREE DOORS THAT OPEN, AND EITHER LEAF OPENS BOTH. Each is a
  threshold cut into a corridor -- two sector halves 0.26 wide and
  0.48 tall against the corridor's 0.35 by 0.60, so the set-back is a
  reveal you can see the depth of as you walk through -- plus two 3DO
  leaves that carry half the door texture each and reassemble it when
  shut.

  ALL FOUR TRIM BANDS, ON A RULE. One 128-pixel sheet carries four
  bands and level 2 uses every one of them for a reason: red-and-white
  hazard where there IS a hazard (door surrounds, the pillar's exposed
  corners, the threshold plates), the dark conduit strip where
  services run (the corridors and the two service spaces), the
  stencilled course on every other room wall, and the yellow-and-black
  checker at the base of all of them.

  THE PILLAR IS NOT A SHAPE. Both levels have one filled block in the
  top hall, and a sector in this engine must be convex, so the hall is
  three boxes that tile a U and the pillar is simply the region none
  of them covers. Absence of a sector is solid matter. In level 2 it
  hangs down from the north wall instead of standing against the south
  one, so the U opens the other way.

WHAT IS IN THE GOB
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       139  episode.jk
    127692  jkl\p44outp.jkl
      2825  jkl\p44outp.manifest.json
    149789  jkl\p44outp2.jkl
      2981  jkl\p44outp2.manifest.json
      2975  cog\p44done.cog
      3356  cog\p44door.cog
      1691  cog\p44start.cog
      2257  3do\p44leafl.3do
      2253  3do\p44leafr.3do
     32908  mat\p44ceil.mat
     32908  mat\p44crat.mat
     32908  mat\p44door.mat
     32908  mat\p44floor.mat
     32908  mat\p44trim.mat
     32908  mat\p44wall.mat

    493406  bytes in 16 entries

CREDITS
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  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.

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