The MD2 models we use in SE (and some of them already in KMOD) were all converted from Heretic II and Hexen II. They work the same with our engine, Vavoom, or Doomsday.
Player weapons can be made as 3D objects, I'm not sure whether Vavoom has support for it or not, but it could be implemented, technically there is no prob with it.
Vavoom Hexen supports Hexen ACS plus VavoomC, a way more advanced scripting language.
New possibilities of a 3D world? You really ask? Here a list of things you can't do in SE because of engine limitations:
- walk up a hill
- enter the tomb under a small mound
- enter an inn, walk up the stairs to a gallery that's hanging over the common room
- see 2 houses besides each other, one is significantly higher than the other, but you can enter both
- jump into a small stream that wants to drag you away as you stand knee-high in water
- swim underwater
- go into a town hall, go into an office, then get out, walk up the stairs to the next level, and go into an office that's above the previous one
- walk around in a barren wasteland and don't see anything but the earth under your feet and the sky touching the horizon far away (i.e. no walls all around, like even in most of today's 3D games)
..the list could go on forever but I think you already got the picture. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Yes, there is a lot Vavoom can't do neither and today's 3D engines can, but Vavoom has the most imortant basic features that allow you to build a world, however crude and low-resolution compared to Unreal II or DOOM 3, a world that allows you to immerse into and feel like moving in a real world. MRJ and EB have made a superior effort with Heretic and Hexen maps to use the engine to its limits but there's only so much you can do with the DOOM engine with its original form - and Doomsday is, as far as 3D architecture goes, basically stuck on the same level. Vavoom goes up to about Quake I level architecture which might sound little but if you ever played the Egypt maps of Hexen II, you'll realize 3D engines didn't evolve that much since Quake I in this particular instance.
Another thing is developer support... I've been in touch many times with skyJake since mid-2000 and as a summary of all his help, just visualize a tiny pile of dog shit. That's what his help to us, one of the most important Doomsday mods, was worth in all these years. Whenever I asked him, he either didn't bother to answer, brushed me off, or told me things like "implemented in Doomsday 1.x" - too bad Doomsday 0.9x and 1.x is about as compatible as Doomsday and Vavoom.
Take Janis on the other hand... even before we knew each other very well, and before I even decided to use Vavoom for any project, he answered questions, what's more he implemented my suggestions/requests as regular Vavoom features! Just as an example, since 1.10 or so, in any Vavom version you can just remove the outside wall of a sector that has a SKY texture as ceiling, and the skybox will kick in, enabling exactly the endless plains feeling I mentioned above. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->