Okay, I've spent some time on texturing the cliffs of my scene, and I think it's time for a new update... (click for high-res)
I hope you enjoy
Basically I would have to texture the ground, the water, make populations of flowers, and make a waterfall.
However, I'm currently encountering some technical difficulties... well, mostly, I'm hitting the maximum computing capacities of my poor old laptop. For the cliffs, I would have like to essentially make them with displacement shaders on heavily subsusrfaced objects, but with that method I'm just crashing (I would easily get past 5 million faces, which is a breaking point for my laptop). I have to considerably lower the amount of subsurf (from 6 levels of subsurf down to 4), and rely a lot on bumpmapping (which, alas, don't show detail on completely shaded areas, while displacement would). It reminds me of the old days when I was having fun with Terragen. However, if the Blender renderer can digest the amount of faces, rendering itself is not too much of a problem (this WIP took about 15 mins to render). Nevertheless, this causes some concern, as adding a population of flowers and the waterfall will put more strain on my limited computing resources. I'm actually wondering if I can finish it at all with my current hardware. I've dropped the idea of making waterfall with fluid simulation, though I hope to make it via smoke simulation instead.
EDIT: Well, fortunately I was able to partly solve my problems, I rearranged the mesh by adding some loop cuts and decreased the subsurf, which actually gives me better results with fewer faces. I'll post some progress on that later.