The reason for that is most likely two things, the resolution on the uv map for the walls and floors in the Horror Template are a different size than than those in DevTons damaged materials, and so it appears larger than it should be. The other case is because Im assuming in the screenshots of the materials DevTon has placed the materials on BSP and not static meshes, which lets you independently scale the material size.
The only way to fix this with the static meshes that youre using is to change the texture UV scale in the materials themselves, and set it to like double the size or even 4 times the size.