: So was a slew of other features, like in Damage Inc with the true opening
: doors and stuff. Hmm. Was there jumping and ducking in another Mara-engine
: game too? Control QWE doesn't cut it! I suppose that would break the
: original Marathon game play, but we can still hope for stuff like that.
: For mods, anyway. But me being no programmer, I'll just drop it now.
Swinging doors are actually quite feasable in ordinary Marathon play; it's just a cleaver mapmaking trick, and if you play Marathon: Tempus Irae you'll see what I mean. To my knowledge though, KT was the only scenario that had a flashlight; it was also, incidentally, the only Marathon scenario that had "realistic" weaponry (not counting Damage Inc).
I think jumping/ducking is in Damage Inc., and other Marathon-engine based games like Prime Target, or ZPC. The issue of jumping/ducking's been raised many times, and I think that it's been settled that it's something to be left alone, mainly because it would break current gameplay. That said, I'm sure that someone could use MML to enable jumping -- I think.
: I also revisited the Halathon website and there was a movie of the skull
: /ball being used. I don't suppose you've tried this out? I guess you'd
: have to be in a net game out for that though. Hmm. Does this mean 10
: weapon slots now?
I haven't played multiplay Marathon using Halathon, so I don't know. I'm assuming it's just like the ball in the old game and isn't a weapon.