There are many factors to consider when evaluating the texturing of a level, such as stitching, selection and variety. If a level is haphazardly textured, it is obvious to anyone because the textures simply do not line up correctly. While being more of a technical problem then the next two areas, it can really destroy a level. Selection and variety are just as important as stitching. If the level does not look what it is supposed to be due to poor texture choices, realism will suffer and it will be just another add-on, not an unforgettable mission experience.
Variety is also essential to the evaluation of texturing.
If too few textures are used, the level could appear to be bland and uninteresting, but if too many may are used, it could look shoddy and unprofessional. Also considered are the ways in which the textures are chosen and used to mesh with the architecture for maximum aesthetics. For example, things like repeating textures on large surfaces and cut-off texture patterns due to poor placement on the level's architecture are also noted. The physical placement and choices of enemies are essential to creating an entertaining level experience. In addition, the simple placement of enemies can add or take away from a level.