Looks nice, but there's some things that don't sit right.
Are we looking at a hangar bay, or the courtyard of a roman villa? In one of those pics, I think we even have a wine rack. Where are the overhead catwalks, the gear cranes? Why is the ceiling so high? Where are the safety rails, and the floor markings and the like? Are we storing ships in the hangar, or is there a seperate hold for them? If so, where is the access for that hold or the elevator for it? Is this a launch hangar, or a repair bay? If its a launch hangar, where are the back blast shields? If its a repair bay, why is it exposed to the exterior of the outter hull of the ship like a hangar? Why is the hull around the hangar door paper thin? Do they not armor the area? The distance from the inner wall of the hangar to the outer surface of the ship is likely going to be more than a few inches (more like several meters). These are just things to keep in mind when you're designing things like this.
Venom is right about making a custom texture. You could always model a wall section, render it and use that as a generic texture for the walls. It'll need to be full height, but only partial width (IE: tiled horizontally, but not vertically). If you put in some seperating details, like vertical columns (frames, in navy jargon), it will become less apparent that there is tiling. Along the cieling in one pic, it looks like you have the frames visible up there, but they disappear into the walls.
If you go this route, though, model useful details into the walls before you render them for the texture. Stuff like kick plates, chair rails, rivetted metal plates, fusebox panels, maintenance access panels, etc.