I was playing some Doom II for kicks today, looking for level-making inspirations, and while the engines between Doom and Marathon are seemingly similar, there is one noticeable thing that Doom can do which Marathon cannot--killing a boss, or perhaps all the monsters on a map, will trigger an action. For instance, in the classic Dead Simple, once you finish killing the Mancubui, the arena opens and around the perimeter are a group of arachnotrons. Once you kill them, the stairs surrounding the exit raise and you can leave the level.
Is there any way through scripting that a Marathon map can do these actions? In particular, can you assign a certain task to activate a tag? For instance, can we script Tag 1 to activate when you kill a particular, say, Mother of all Hunters. Or perhaps have a tag activate when you complete the level objective (extermination, repair, etc)?
Side note: the Xbox-only Doom II episode No Rest For The Living has some serious kick-ass level design. Some of the best I've seen in Doom or Marathon, or any retro-era FPS. I am considering attempting to remake a couple of these levels, specifically March of the Demons, or maybe Vivisection. Awesome topography and bitchin set pieces.
Thanks, and may happy holidays be upon you all!