I like your idea giving out some useful advice for everybody. I have a little time to kill, so if I may add on to the textures subject...
Texturing (cont) -- INCREASE YOUR FRAME RATES!
Sizing The smaller the texture size you go with, the more the pixels will be stretched across your model. When pixels are stretched; they blur. Basically meaning, the smaller the texture, the blurrier it will appear on your model. However, the larger the texture, while clearer, will take up more memory to run in the engine--creating lower framerates if you're not careful on how you use them.
A 2048x2048 texture
IS NOT twice as large as a 1024x1024 texture...it's
four times as large (you have to tile it both horizontally and vertically). A 2048x2048 texture is
16 TIMES AS LARGE as a 512x512 texture! This means, you could have 16 models in your game, each with 16 individual 512x512 textures, and they would require almost the same amount of memory needed to run one model that uses a 2048x2048 texture! Now, if you have a small level, then this texhnique of using different sized textures may not be necessary (unless you have several, several different-textured objects in that small level).
I stay with 1024x1024 textures. A technique that I use to keep frame rates up (in FPS Creator and other engines) is to stay away from 2048 textures entirely. If I need a big texture, I'll create a seamless 2048x2048 texture, then scale it down to 1024, and map it on that. This way, the detail is still there...it's just a little more compressed.
Also, if you have objects in your level such as a drinking glass('eye candy'), you might want to consider using a 512x512 texture, or, if you can get away with it, a 256x256 texture. The detail will be lower quality than other models in the scene, but this is when you ask yourself, "will the player really be looking at this glass on the table, or the light on the ceiling...or will he be focused on the zombie coming at him from down the hall?" Make the glass and the light fixture 256 or 512, and give that zombie a 1024 (or a 2048 if you must...hey you saved memory on some other textures already, right?).
In short, using smaller textures saves memory, and can keep your framerates high. For me, it's a matter of how often, or how closely the player will be looking at an object. If it's just something small to fill up a scene, it's a good idea to make the texture size smaller. Keep in mind lighting can also mask the low quality of a texture, if you set it up right. I apologize for this long rant (it's probably already been mentioned before...just figured I'd contribute something in the midnight hour).
**EDIT**
Normal Maps/Memory Usage (cont)
Normal maps are great--but require more memory than using just a regular texture. Why? To give a model a normal map, you have to give it the diffuse texture (which is the original texture), a specular map (which decides the glossiness of the model with a normal map), and the normal map. So, if you have a model that has a 1024x1024 texture, geting a normal map to work with it will make that one model require three 1024x1024 textures. (In some cases, you can combine the spec map with the normal map, but I don't know if this will work in the FPSC engine).
In addition to that, only dynamic lights work on a normal map. Dynamic lights will use more of your computer's memory than static lights would. Especially when the engine has to calculate and update where and how those dynamic lights cast light and shadows on EACH PIXEL of EACH NORMAL MAP map in the area the player is looking. Normal maps are great...but if you throw them on everything in your level, you'll see a decrease in your frame rates...fast.
-Kravenwolf