Decided to take this into my hands as JR is my favorite level by far due to the many mysteries it has or had before we got the 1997 walkthrough. For the time being, It's gonna be a mix of Plantation House and Jungle Road. Adding the features of both levels in one. I even plan on doing PH's lost Hunter's Camp in JR somewhere.
Decided to show you just a little snippit of what I've been doing:

Mayan head alcove. I need someone to make a model for that unused texture please. =P
Other things have been added:
-Gate to terminal is now movable but only with a gun and you can slide the bar out of the doors. (warning: May cause a wonky collision bug resulting in a game crash if you aren't careful.) I ported over the Hinge magnets from the Beach level.
-added Double Barrel Shotgun (special thanks to the JPDS team for converting this to a usable Trespasser format finally.)
-Antique Rifle that replaces the M-14 in the Plantation House. (Another JPDS thing. Also, the hand magnets are weird and it seems like it's always like that on every version of the model I've ported to a level for some odd reason...) I felt it was fitting here. Waiting for a TPM version of the Antique/Flintlock Pistol so I can get rid of the Calico in the secret compartment of the Plantation House's first floor.
Planned things:
-Add a bed to the Plantation House because this screenshot shows one:
http://www.trescom.org/index.php?page=image&id=72-Port over an Albertosaurus to replace the Raptor at the PH. (parts of the House fall apart in the beta believe it or not.)
- Add on parts of the Beach level before the monorail terminal in JR.
So anyway basically, this version of Jungle Road is gonna be based on the old walkthrough as much as possible. Even starting earlier than the final version and making use of the gate and terminal just sitting there for decoration. So as you can see I'm ambitious atm, just like Tres's devs. Let's just hope it doesn't end the same...