Glaber notice how the checkerboard all blends in from a distance even to the extent of making a moire effect. It was for this reason why the first texture for those walls was so much bigger... however it was so bright that it was hard to tell the landforms in the middle of the stage from the border, so I tried making it darker so that it would contrast properly. However this effectively resulted in the same texture that had been part of the Greenflower Zone motiff! After a great deal of brainstorming and experimentation, I came up with the "lego" texture you see now and it fit better than anticipated.
I know its hard to believe, but we actually do know what we are doing. I know you won't take my word for it if you won't take the word of the developers that have been around for much longer, but we actually do take a while to consider what works and what doesn't.. If after all of this discussion we are satisfied with the solution we came up with, then we should not have to answer to a miscellaneous forum member that does not realize what is going on behind the scenes.
And you asked for the old texture, it is, as Mystic said, more or less the same design as the old texture and in application, looked far uglier than I anticipated.
I have since replaced it with the new textures and it has also been replaced in the IWAD... So unless any of the other developers have early screenshots of my old reskinning attempts, we have nothing to show you.
EDIT: With respect to BlueWarrior's post, when you are working with a limited palette, everything is about contrast. How walls that serve different functions stand out from one another, how the floor looks different than the wall, and how the pattern of the wall itself stands out against itself.
Small patterns almost never work, especially in the application to the bordering walls, so my textures have always been patterns with clearly contrasting designs that are large enough to go over the intended area without appearing overtly repetitive.