I've put up a small Marathon page. Slightly related, does anyone know if a ray casting (e.g. Wolfenstein) used textures like this? Seems like an obvious thing to do, but maybe it would require too much memory because of all the angles you need to pre-render, especially in an engine where you can have player elevation. I think it could look impressive, anyways.

I'm of course not talking about modern stuff like normal/bump/parallax mapping here. Just a few pre-rendered texture view angles (still drawn square from the front). If a texture is symmetrical, we can do some mirroring when reading the raycasted columns and save some memory there. The textures would probably need to have flat L/R edges (unlike my example here).

Raycasting, baked in view angles illustration