TS2 is a completely different game though with different focuses, goals, and gameplay. I don't think that graphics like those would suit this game very well because it have us (the players) expecting different faces for every orc.
I think that the current graphics suit the mod well. Although there are some skins that I don't like (like Isengard's M.H.H), in the end I think that no other kind of high-detailed graphics would have suited the game better because there are so many units and buildings. And there will be even more when this mod is finished. If you want better graphics, set it on "high".
This isn't the place to discuss this though.
What I'm about to say might not be the best place to discuss this either. But I was wondering if there were going to be any capital cities for Rhun and Harad? I think that there needs to be capital cities for them in WOTR for the mode where you take over their capital to win. Plus it could make some of the missions in MOTE a little more challenging. Here's an idea that I've been tossing around in my head:
When you're hiring Harad (I'm assuming that you'd be in Far Harad), you'd start out with a Mordor army
(I'm thinking either the WK's, Gothmog's, or the MOS's army -I'll explain this later) and you'd have an Inn with a Harad allegiance purchase. Basically with your Mordor army, you'd 'hire' essentially the Haradrim through the Inn. But the Inn can't gain a rank until you destroy one of the Haradrim camps that doesn't want to submit to your rule. Some camps will submit to your rule just because you have a force there (something like this was done in the ROTWK campaign with the Rhudaur mission). Other camps, you'll have to destroy.
After you destroy 5 camps (to gain access to a rank 5 Inn), you gain access to build Harad's leader-hero (I think that it's the Mumakil mounted one..). Once you build him, you gain access to the capital city. The capital city would basically consist of walls bordering it. I would like to see walkable walls but that's just me. Inside the capital city there are a couple of FU/regular archers, more soldier and spearmen (some FU), a couple of horse-riders, the serpent guards, quite a few farms, an armoury, a stables, a barracks, and a Mumakil Pen.
A timer starts before the rebellious Haradrim attack the capital city (because they don't want to submit to Sauron's rule). And guess what? You have to build an army and fend off the attack.
Yes, I do know that this does go against the lore (for the most part). But there has to be some fighting in order for heroes/units to gain ranks and for there to be a reason to build up a force. And I don't think that Gondor would be in Far Harad to begin with at this time. I think thatthere needs to be some fighting (rather than just hiring/buying out the Haradrim, like it say's in te Lore) because I think that with Harad, you'd need to build up a force as quickly as possible before MT. In my opinion it doesn't look like there are going to be a lot of Harad missions before the big battle so having a good force to start out with for the other missions could save you units and help you build up more. Gameplay-wise, I think that this works.
The reason that I don't want this mission on the Near Harad map is because I think that the Haradrim would keep their capital city down south more and away from Gondor since they didn't travel that far.
Now onto your starting army.. I have a little Dilemma with this. The possible heroes and their armies that you can start with are the Mouth of Sauron, The Witchking, or Gothmog:
The Mouth of Sauron: The reason that this guy is a possibility is because he was the messenger of Sauron, therefore it makes the most sense to have him doing buisness in Harad. My only problem with him is that with Khamul being a part of MOTE, he can't be in Dol Guldor. And unless there are tons of Inns in Dol Guldor (so that you can purchase a Mordor allegiance) or unless you get Mordor builders, you're going to have a MOTE army in Dol Guldor,which doesn't make much sense to me. Same thing with Ji Indur.
To solve the Dol Guldor problem you can either not have a hero there. But that would prevent the Mordor player from attacking the Mirkwood Elves. You could also have a Ringwraith there but I believe that people will want to see the 9 togethor, therefore it would make things harder and it would delay your attacks on Mirkwood if there were Ringwraiths in Dol Guldor. Plus it doesn't make much sense lore-wise.
My last solution to the Dol-Guldor problem is to have the Mouth of Sauron there. It makes enough sense for me, lore-wise. You can build a Mordor army there and lastly you can attack the realm of Mirkwood simultaneously while attacking the Dwarves (with Rhun), Gondor (with Harad and Mordor), Rohan (with Isengard), and the Elves/Arnor realms (with the Goblins).
Gothmog/Witchking: Having one/both of their armies in Far Harad makes sense because they were higher-ranked in Mordor's armies so I would think that Sauron would trust them with this kind of mission. They also are located nearby. Out of all of the hero armies in Far Harad, this makes the least-sense lore-wise. The only things that I like about having them in Far Harad is that they would gain ranks
. Keep in mind, people, that these are just possible hero/army scenarios.
Some problems with this is that you'd probably need to go through Ithilien to get to Far Harad (and I know that people would want to do the Ithilien missions with Harad). And the WK was basically stationed in Minas Morgul after he returned from the river incident. So that doesn't make sense. Lastly, I believe that Gothmog did quite a bit of fighting in the west from Minas Morgul. Lastly having either of these guys in Far Harad would probably cause them to lose more units than anything because you'd need some room to create Haradrim units.
The last possible heroes that could lead an army that would hire Harad, would be either Ji Indur
(I hope i got his name right.. Kind of want him on a fell-beast too..) or Khamul. They would make sense for why Sauron would trust someone of a higher-rank to hire Harad. Plus they belong to MOTE so you'd maximize your population for MOTE instead of having a couple of orc units taking up space. They'd gain ranks, which is a good thing
. And they would kind of make sense (lore-wise) because they both were once Men that came from those regions.
I know that this was a lot to take in. But I just kind of need to explode some of my ideas off
. <that didn't make sense, but I hope you got the gist of it.