bumpmapped one looks better ??? in my opinion the floor texture of the non shaded segment looks better. more colours and more depth.
I dont know whats the problem with the normal map. have done it like many times before. the same procedure as with the walls. walls are no problem but floor isnt working right. looks like the standard diffuse map.
and when i try to add more layers ...maybe attach the floor as a ceiling, the texture on the under side of the floor ( which should then be the ceiling ) is cmpletely black.
Explain in details ? okay i`ll try

( i am using gimp for normalmaps. its freeware and you can download it everywhere in the net. just search on google )
i think you know how to handle the segment editor. if not, just watch the tutorials TGC made.
then, lets say you got a brick texture 512 X 512 in Tga format.
open it in gimp. then save it as ...lets say Bricks_D2.tga
the _D2 is very important. the names before dont matter...you could also name it somehow like... Myfirstwall_whatever_D2.tga
just dont forget the _D2 ending !
so, this is your texture map, which is applied automatically if you dont use shaders.
now you want to have a bumpmap texture. In gimp, right-click on the brick texture and choose Filters, Abbilden, Normalmap ( information : dont have the english gimp version. i got the german. you have to translate the word "abbilden"

)
then a new window pops up and you see your wall in fancy pink colors.
just play around with the settings on the right to get the best result.
if youve done this, save this texture under the same name you saved the _D2 texture , except the _D2

example...your _D2 named texture
is called Bricks_D2.tga , now, you save this normal mapped texture under Bricks_N.tga. here , the _N defines the normalmap. The FPSC engine finds it and attaches it to the D2 Image.
Now the third step.
for now , you got :
Bricks_D2.tga
Bricks_N.tga
now you need a texture made out of the _D2 texture without shadows. or lets say...brighter wit less contrast then the _D2 image.
open you _D2 again and lower the contrast and add a little bit more brightness.
then you save this texture as the _D.tga texture. The diffuse map.
in our example :
Bricks_D.tga
now you got 3 textures. they all have to be in the same folder. then, if you apply the textures in segment editor and choose the bump.fx shader, this program automatically generates the fps entitiy files. but, for the last step , just watch the tutorial vid. its explained much better. i hope my english is not too bad

i gave my best

hope it helps.
yeah...thats the ticket !