So I had a nosy around youtube just now and good examples of cathedrals are few and far between. For many people, as the scale of the project increases the more monolithic it becomes, especially on the exterior. This example has a money shot but the rest isn't very interesting, especially once you get up close to it. Also went overkill on the torches but that is another key issue, the lighting, which worked well in the last room with the skylight.http://www.youtube.com/watch?v=hBwxcn5oR5c
This next video is of a HUGE cathedral, which despite its scale, has a massive level of detail. It is too big IMO and I think this is because mods were used to help build it so the player would have spent most of their time flying and not looking at the building from the position of the observer. But they did manage to match scale and detail very well.http://www.youtube.com/watch?v=w1EO4gtFhvI
This last one is also large but has a great level of variety and detail, it borders on the eclectic but there are some neat tricks like integrating lightstone in the roof to provide lighting and make it appear structural at the same time.http://www.youtube.com/watch?v=3rha083pxkU
From the few clips I've watched the important factors for a Cathedral appear to be: Structure, exterior detailing and lighting. Also, I'm thinking we'll be scaling down in size compared with the latter video, but that's easier to achieve than scaling up and losing detail.
I'll start working on some smaller sizes of the RO facefire and see where we go from here. Also, co-ordination and planning is going to be interesting...
EDIT: some smaller sizes48x2932x20
At 32x20 and below the detail becomes lost and it begins looking like a half-assed attempt at being cool by using pixel art.
Hmmm, but then again above 32 pixels in height is still quite large for a window/stained glass.