Using “fence textures” on func_illusionaries with an origin offset hack in QC to get them closer to the surface than 1 quake unit. Thanks Spike for the idea.
Texture scale, rotation, and entity alpha for variation. Et voila, copious amounts of blood on the floor. Can be extended to anything else you’d use decals for – rust, stains, general damage, signs, letters, light fittings, bloody hand prints… all without having to make extra wall or floor textures, in keeping with the “saving texture memory” mindset.
Animated decals also possible, if you want the blood to drip down the wall in real time or anything.
A stains decal makes a repetitive texture seem a little less repetitive.