You definitely don't need seams for this mesh. Seams are to unwrap something that is not flat like a ball or character.
I recommend the following:
In edit mode select all vertices A
Ctrl + E, choose Clear Seams
Deselect all with A, then select only one wall of your model. C is a good tool for this.
press the numpad 1 or 3 so that the viewport is looking directly at that wall. It's best not to be in perspective mode, change to Ortho by pressing 5.

Press U and choose Project from View
Because you only have one wall selected, in the Image Editor there will only be one wall . Use G to grab, R to rotate your unwrapped mesh in the Image Editor. Preview in the 3D Viewport to line up your texture as you like.
Repeat steps #3. through #6. for each wall. Note that its ok if your walls over lap in the Image Editor when all selected. Also, a good tip is, if Numpad 1 gives you the view of the front wall Ctrl + Numpad 1 will give you the back.
If you haven't already, follow Psy-Fi's #7 step to add you texture to the mesh as a material texture. Now you can render.
A couple things you need to understand about this texturing process is:
Un-wrapping your object and opening an image in the Image Editor has not textured your object even if the texture shows up in the Viewport. Only when you actually assign a material with the desire texture is it textured. The reason is, Blender's Image Editor is a really powerful tool that allows you to paint a image texture by drawing directly onto your mesh object in Texture Paint Mode. So, it allows you to view images on a mesh even when they are not its assigned texture.