Creating Complimentary Texture Sets
No matter how nice your wall texture looks, it's going to get stale pretty fast if you don't 'layer' it with some complimentary textures. These textures are created in a set, and might include a basic texture, then that same texture with a cornice, with graffiti, with a window, etc. The more variance you have in a texture set, the more realistic and interesting your map will look. We'll start by creating a basic brick texture set.
We'll use the brick texture in E3U1 to start (Fig. 1). In BSP, you can right click on the texture and save it to the clipboard, otherwise you'll have to use a PAK explorer to get to it. You'll want to grab a few other interesting textures while you're at it... in this case I imported one of the metal textures (Fig. 2).

Fig. 1


Fig.2
The part of the metal texture I'm interested in here is the top piece, above the shading. Open the textures in your graphics program, and clip the top area from the metal texture (Fig. 3). Cut and paste it into the brick texture, and viola, you have a header for your brick wall (Fig. 4).

Fig. 3


Fig.4
Let's work on another one. Create a new graphic, 128 x 128, and copy and paste the brick texture into it, tiled, so that you have a 128 x 128 brick texture. DON'T JUST RESIZE THE 64 x 64 TEXTURE TO 128 x 128, it won't match up later. In Figure 5, I've cut and pasted a piece from a cinder block texture to the bottom, creating a footer for the wall.

Fig. 5
Now we simply layer the textures by using multiple brushes, in this case a 64 unit high brush for the header on top of a 128 unit high brush painted with the brick and footer texture (Figures 6 and 7).

Fig. 6


Fig. 7
You can keep going with this as much as you like... the more complimentary textures, the better. In Figure 8, I took the original footer texture (Fig. 5), and threw in some graffiti for the hell of it.

Fig. 8