Thanks everyone.
To be honest the fact that what im doing is getting such good reviews is surprising to me, probably since i didnt think this would do that good at first. But as i got to adding more, and more i've been more and more impressed with this myself and that i guess translates onto other people which is kool.
yes this project is big, but im taking it one day at a time, and as much as im doing this for myself really to get it out there and have many people play it will make me very happy. In fact a workable build of what im at (or will be at soon) will be put up on my proboards website for QA Testers to get an early glimpse into my worldspace.. That means those who sign up on my proboard page for testing can enjoy the experience before the rest of the public.
Now, as a release date Kamdoon* looks rather far off still which yes is annoying for some to hear i guess. But to be realistic working on this myself has its up's and down's as i can make it my way* but also its a slow process adding new content. No this will not be finished this year. the best announcement i can give you as an estimated date is
12/03/2013 which is the "12th of march" for those of you who read the date structure the other way

im an aussie after all.
@ spoki0: Is that a floating rock in the middle of the picture there?
No, and yes. "it's half floating half nessled into the mages building". kind of a magical anomaly to add a kool effect to the "Mages" temple.@ Topeira:
Thankyou for your comment. i do see myself as a level designer not "officially" yet.. but there is a way i get set pieces that ive planned.. Also not planned pieces from the kit* and kind of fuse together my concept art with the kit pieces and mash them all together in a way that always seems to just work.. even when i'm stuck in a spot, i find that im able to work around that area, come back to it and make it beautiful.my structure isnt of planning the landmass in full first.. what i do is work on an area of say 3 cells wide and 3 cells down at any given time and make that place significant, then move on and do the same again, until i've made up the required place of Kamdoon* at the moment im bouncing between these say 20 of these "areas" and spending a week in one spot and 2 in another and getting the world basically shaped up as "playable" this has led to me being able to show off many areas of content without yet showing things that are too unpolished.. What i am doing also is laying down the Navmesh for various enemy choke points such as caves, bridges etc. it helps when im testing to be able to run into a large amount of enemy's in varoius scenarios to get a feel for what works and what doesnt. i've got a dozen trolls, about 5 or 6 dragons, lots of bandits & other life to make a diverse world which helps show just how unique this worldspace is... My approach has been "world first, quest second" for me its important that i have a fleshed out world where i can go to town on quest ideas afterwards. for me a good cave only takes me 3 to 4 days tops to build and then navmesh it, light it etc. however the exterior space is definatly my toughest experience as a designer. making a world that is more skyrim than oblivion' is my goal. By that all i mean is that my world is packed and crammed with content, with so much diversity compared to the more flat and open oblivion & i dont mean that as a bad thing at all .. just different. It's a challenge and i love it.
To close, my progressing here is done with many hours spent tweaking what ive already got, and testing ALOT is where i find it best for inspiration by playing i get a feel of what to do next as i play. Its a win win for me.. play skyrim jump into my world, the lightbulb goes on in my head and im back into the creation kit adding that new idea into the world, & then testing some more. So yes, soon those who want to test can while the rest may have to wait for another 6 months... but in the end i hope it pays off as a memorable world. Thanks guys, ill get to adding more images over the next few weeks and soon come out with a workable edit for testers to get try out hopefully by November at the latest!