As a photographer I obviously work with light a lot and the real world (assuming that maxwell 'simulates' reality)
I would expect to find that kind of behaviour if the hall were several hundred feet high. Light is reduced exponentially, that is imagine it being four times darker for every unit... It would terminate as abruptly if the scale were way off.
There is most likely a scale issue here. Even if it's a numbers problem, I am willing to bet that if you reduce the scale in maxwell by a factor of at least 10.. you should see more realistic results from exactly the same power emitter.
Also, another possibility is the texture. It's not beyond the realm of possibility there is some problem with the way the numbers for texture colors are translated into the spectral space. If the material were unnaturally light absorbant, imagine absorbing as much light as the color red, but LOOKING like white. After only a few bounces all of the light would be absorbed... where in the other renderer, the colour/bounce% ratio would be correct, thus realistic results.
On this front, try using a 190,190,190 grey bitmap on the walls, though this may not bypass the bug, assuming there is a bug.
cheers