I've finished the redo of textures. There's still a lot of work to do to create new random types of textures and more variance, but not the textures are all "classed" into different chunks of the map; those classes will always share a similar tint and so chunks of the map, like walls and pillars, will be within the same color scheme and same texture "looks", same for floors and platforms, and then ceilings, and then map decorations, like boxes and shelves and such.
While there is some high color bright stuff (I'm trying to be really random, not just your regular grays and browns) it works well together because the tints cover the map across classes of textures and the map gains a "look" instead of the crazy quilt it was before.
Next step is the redo of how the map generates. The base is there, but I'm going to change the algorithm to make maps that are linear instead of blobs (i.e., have a path, like all modern shooters.) When most people make maps, they usually start with a path and build the map around it, and it'll never make a good shooter if it's a giant blob with enemies just everywhere.
Then that will influence monster placement.