During development I decided I wanted OTEX to become a de facto standard for non-derivative DOOM textures, and realized that meant I’d have to outdo all other texture sets in terms of versatility, and do so while sustaining a very high quality level. The incredible work in BTSX has remained a major inspiration in this pursuit, but I also wanted the broad range of CC4-TEX so that mappers would be happy to use OTEX as their one and only texture resource. These are more aspirations than quantifiable goals, but served as my guiding principles.
It's most notable for having powered the well acclaimed custom wad Eviternity, as well as many others.
It's brand new, mostly hand drawn, and fucking huge (over 3,800 textures). And it looks great!
For those reasons, I've decided to port it to Quake.
In lieu of a development blog, this thread will serve to document my progress and provide updates.