I'm using .NET and Windows Forms for this release (feel free to hit me Bubba, you know you want to ;p).
No generation here though, folks. I did up a few simple gradients in Photoshop, and set them as backgrounds to all the controls. I considered using generation techniques, but decided I didn't have enough time to play around with image generation algorithims.
The only library i'm using other than OpenGL at the moment is DevIL for image loading, which was actually a recent addition after I decided I was too lazy to add support for formats other than JPEG and DDS myself ;}. In the future, i'll probably use Lua for scripting, and possibly RakNet for networking. The physics, AI, and rendering engines are all my own work.
The engine at the moment is really only capable of FPS games, but I hope to gradually extend that as far as MMORPG capability (key word here is gradually. I do not at all beleive that I can write an MMORPG-capable engine for the first release).
The mapping system isn't all that much at the moment either. Quake3 BSPs can be imported as shells that you can fill with the features provided by Clockwork. I'll write my own BSP compiler, after I get all the core mechanics of the engine working properly.
You're right Bob, the website doesn't contain much info about the project. This is mostly due to the fact that I'm always afraid of hyping or boasting about the project too much. That, and the only features that I have that work well and can talk about are in the rendering engine, and I don't want Clockwork to come off as a RenderMonkey clone. Once I get things like physics and AI down, I'll probably start letting out more information.