I don't particularly think any of the textures are 'good', but out of the ones there are, jitspoes are the best.
I definitely think though, that paintball should have more cartoon-like textures.
I also believe it should, pointless aiming for a photo-realistic art style in this engine as good as it looks now in comparison to what it did look like.
Responding to these here, since they seem more relevant to this discussion than scripts.
There are a few issues I have with taking a cartoony/cell-shaded approach to textures.
#1. I have yet to see a cartoony art style in a lower-poly 3D game that I think looks good. It's not that I dislike that style. I enjoy Anime, and sometimes I'd like to see an awesome anime styled game, but it's almost always a disappointment. For example, I came across some artwork for a game called "Elsword", and thought "That looks pretty cool":
http://play-and-fun.com/wp-content/gallery/eslword/raven-2nd-job_reckless-fist02.pnghttp://www.zonammorpg.com/wp-content/uploads/2012/04/Elsword-copia.jpgAnd then when I actually played it, it looked like this:
http://i1-games.softpedia-static.com/screenshots/Elsword_8.jpgAnd I was just like, "wow... that looks awful."
#2. Low texture detail means you need high polygon counts to look decent, otherwise it just highlights how low detail everything is and makes it look worse. Some might think something like TF2 style characters are "simpler" when, in reality, they have a ton of detail - probably like 10x's the poly count the PB2 character has:
http://www.gamer.ru/system/attached_images/images/000/281/190/original/tf2_engineer_closeup.jpgThe textures may be simple, but all of the facial features, even down to the teeth, are modeled.
#3. Cartoon style textures have a lot of solid colors and clean, hard lines. This doesn't translate well to textures on a budget. If you have a solid colored texture with a black line on it, for example, unless that texture is really high resolution, the black line will stand out as blocky. More detailed/noisy textures can actually look better at lower resolutions.
#4. The low res lightmaps are really visible with flat textures. They're very blocky, and you can see various artifacts in them. More detailed textures help cover that up.
#5. Low-detail textures tend to get very washed out and ugly looking when lit. Say, for example, you had a texture that was just 2 shades of green. When its in bright light, both those shades of green may end up being "bright green", then the whole surface just looks flat, like it doesn't even have a texture at all. Having lots of variety/shadows in the texture make it have detail even in the dark areas.
#6. Subjectively, some people simply don't like a cartoon styled game and will not play it for that reason. I think there's a broader audience for graphics based closer to reality than cartoon graphics.
As for the idea of maintaining both realistic and toon style... well, that's just twice as much work.
If you have any good examples of how you think the textures should look, though, I'd love to see them.