They are kinda old school IMO. The grass texture is blurry and makes the original worse, not better.
The brick texture is without highpass better, too.
IMO, the way that I've seen with HL 2, is the way to go.
A texture that obviously repeats but ranges at least 2 meters or the hight of a floor, so the leveldesigner can easely gives it variability and hide the repetitions by shadows, lights and edges and decals.
As soon as you can mix such a texture with a shadow map you win.
I used it in the following screens with terrain as detailmap:




If I'd followed the first of the gimp tutorials, i wouldn't achieved this textures. (Maybe, you disagree and dislike my examples. Then please tell me and say why.)