
Eye of the Beholder 1, 2, 3 and dungeon Hack texture resource.
DOWNLOAD
http://www.aspectsweb.co.uk/enjay/doom/ ... xtures.pk3
Test map included. Just load and play (recommend doing so in Heretic).
It works with any IWAD but Heretic is best IMO (not that it really matters - it's just a bunch of walls and no gameplay).
In Hexen the switches are silent because of the switch sound set up in that game.
In Doom the chat and switch sounds are less fitting then those in Heretic.
But all GZDoom supported IWADs basically work.

What's included:
- Most of the textures from Eye of the Beholder and Eye of the Beholder II are represented in some way.
Some of the textures from Eye of the Beholder III and Dungeon Hack.
The above involved a lot of cutting pasting and other tweaking because the original graphics are not set up for an engine like Doom at all. - The EOBIII textures are more limited in number simply because most are either not really suitable or not particularly good looking. EOBIII (which was not developed by Westwood Studios as 1 & 2 were) is almost universally regarded as a very poor relation to the previous games.
- Dungeon hack uses the same engine and many of the same poor resources as EOBIII. DH was a random dungeon generator game. It applied coloured filters to its limited range of textures to increase variety. So, I did that too, but with an eye on making the colours complimentary to those from the previous games. The DH wall features (switches etc) are often not as pretty as the EOB1 & 2 ones, but because they are designed to be universal, they can probably work on more backgrounds.
- I spent a bit of time trying to prettify the above, but the style of the original graphics and the economical use of mirrored textures and other graphics in game mean that they will always be of a simpler style to even those of Doom. Some wall features don't work desperately well because they are meant to be 3D (an alcove, or something sticking out of the wall) and in Doom you can clearly see that's not the case.
- I used a TEXTURES lump to combine base wall graphics with their appropriate feature patches. I kept them as separate graphics to allow mixing and matching rather than baking the features on to particular backgrounds. People may, or may not, find that useful.
- Anything that I thought worked well as a switch has been set up as one.
- Many other textures that have different appearances but which may not work well as a switch have been scripted to change in the test map so that people can see the effect.
- This includes the teleporting portals. It's worth pointing out that the portal animation that I used is a very, very rough approximation of what's in the game. I did it this way to minimise the size of the scripts and the patch combinations but if someone really wants to make an exact copy of the effect, the resources are there to do it.
For what it's worth, I recorded a video of the original game portal animation. It looks like this:Spoiler:
So, if anyone wants to match it, I guess they could, perhaps using that as a guide. - All textures that I thought could benefit from brightmaps have one.
- A small number of textures have animations.
- I also included an "extras" folder for a few items that might work well as decoration sprites and inventory items. These are not implemented in any way other than being present.
- There are also a couple of misc graphics (title screens) and a couple of mod music tracks just to make the map feel more EOB-ish.
Spoiler:
Original post
Spoiler: