For those of you who have bookrmarked the forum and don't browse the main page often, there are news reagarding Scattered Evil, which might be interesting, even though it's nothing major yet.
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Mapping for SE is going nicely, I'm starting to get a grip on it (even though I'm not much of a mapper), and the team is also going well, even though some can't be too present, which is normal.
A big work on texture creation, adaptation or conversion is also going on for a while now, we are focusing on trying to define a good visual feeling for it, with interesting and necessary textures, but without breaking too much the orginal's esthetic. The idea is to make a interesting gameplay experience, and not so much an interesting eye candy. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> You can see some of the implemented textures being tested on the screenshots, anyway. The main purpouse is to experiment with 3d sectors, a very versatile tool to make complex sector models, and of course, make it possible to have 2 or more sectors above other sector, which is more realistic and immersive, gameplay-wise. There's also a bit of ambiance tests with the light values and contrasts. But as the news text states, the real goal here is to clearly define the type of world we are setting to create, both conceptually and visually. We have strong ideas about this, but we'll see if it is actually possible to create the gaming world as we picture it. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->