Thanks chron for the great review!!

Glad you enjoyed all the features and detail that was put into the level. It's what I do this stuff for...
chronzerg wrote:
My only complaint is about the water, and how you would fall way down beneath it if you jumped into it. Also, how the raptor would like disappear down to the ocean bed. Besides that, great level!
Haha, I detailed the ocean floor quite a bit, it's intended to be fallen into. I can't really imagine a way to have the player "float" gently down.. Same with the raptors - they are intended to fall into the ocean, it's one of the ways you can get rid of them. In a rerelease of the level, I might make them die when they hit the bottom..
Nick3069 wrote:
Isn't it also the first level to implement different colored fog?
I believe so, yeah - through ATX, anyway. The retail levels all have colored fog, but the hardware glitch makes it a bit buggy (if you see fog color when a new level is loaded, it's the color of the previous level's fog, etc, and if you load any level right off the bat of course it starts with white fog unless you minimize and restore Trespasser).
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...Which is the only thing I really hate about the level, not because the fog is bad, but because it changes the fog in other levels too. Isn't there a way to make the fog different for that level only?
I really wish there were! BigRed has yet to make that possible, quite sadly. That's why I made a point of including a backup config file, and why I suggested people make their own backup for RJ in the readme..
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When will you re-release EastDocks (with it own engine this time)? Before or after JPDS1?
Haha, good question. JPDS1 is in such dire need of being finished that I don't want to take any time away from it, so likely afterwards. It may well be something I pop in for the WOT/MOT 2008.. When is that again, October?
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Will there be a Lighthouse/NorthDocks level and a GeoPlant/Helipad level instead of invisible walls?
Nah, there's nothing to be done in those areas, not for Nedry anyway.

Those locations are part of Sam/hppav's plan for JP: Oblivion, but idk when that will be finished..
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Except for the shuttle van, what will change in the re-release?
Haha, yeah that van could use a revamp. It's hard to do because the vehicle is technically brand-spanking new. Other things to be changed will be some optimization (perim-fence wire made lesser poly [even though that will make it mis-align with the mesh behind it], possible occlusion objects in the ridge, and maybe some other invisible-making triggers like I discussed with machf) and I'd like to fix the invisible walls to be more like the one where Anne says she doesn't feel like swimming

, with a VO instead of just an abrupt halt. I might also try messing with the Priority value a bit, so that lesser computers can cope with the level more by reducing the Quality setting in the menu. Trespasser has its own built-in quality level setting, as modern games have for lesser comps, we just don't use it much.. I'd be sure to make note of it in the readme. Oh yeah and, if it ends up having its own engine, that would be another major change. More likely I'll make an Isla-Nublar-themed engine for any Nublar levels people would like to make (and possible levels Sam and I talked about to come before JPO).