Might as well have the subject represent what this is really about. In terms of PNG - I think the big problem is with the isomorphic monsters (and some of the scaled up xpm images). After MichT's mail on images and perspective, it became pretty apprantly that the isomorphic monsters are just wrong. In terms of other images in the PNG set, are there other ones that are really bad? As for palletized png images, this is my understanding with perhaps some more direct questions that can get a direct answer. The idea of palletized images is that there is some number of pallets, so someplace, the server can say 'display image X using pallete Y'. What I'm not sure is if pallete Y (or use of pallete Y) is some global pallete for all images, or if each image has some number of pallets. Hopefully the later, as trying to deal with global palletes would seem to not really work very well (for example, change the green in the monster or orange via pallete may be cool, but you probably really don't want to change the green in the trees to orange for example) So I thinkg palletized images could work. Note that back in history, color was stored in the archs, and then get moved to be an image attribute. In terms of code support, I would probably say that a hybridized naming scheme. So the the pallet could be denoted by %(pallet_num) - ie, instead of human.111, it would be human.111%5 for the 5'th pallete. Advantage of that is that if the image does not have a pallete, it could just use the default one. This could happen if a player/client is using is own image set - palletization would be a an optional/looks neat feature, and not something really needed to play effectively (like sound for example)