There is no formula but the biggest difference in memory usage are:
1. number of dynamic entities
2. number of lightsources
3. number of segments/entities the lightsources hit.
But the engine has its little dirty secrets which means that it adds up memory in creative and unpredicable ways.
Example:
a)
20 medium rooms with 1 door, 1 creature, 1 weapon, 1 lightsource and 10 static entities each will hardly work. You can tweak and tweak and tweak but this level will hit the memory cap 99%
b)
10 small rooms with the same amount could work but it's not that the memory used will be only 50% of the above. Also the polycount and texture size of the models are important.
b)
A single large room with 5 doors, 5 creatures, 5 weapons, 5 lightsources and 50 static entities is kind of c) cut in half but since now 5 lightsources hit so much stuff at the same time, this most likely will not work either - especially if its an outdoors level.
The only advice I have personally is to think about the game you want to create because for some FPSC is not the right engine.
Examples of AAA titles with a similar theme ported to FPSC:
Metro 2033
Mostly dark narrow underground levels with a path straight from A to B - that is exactly what FPSC is made to build. Also no inventory is needed and no 3rd person view.
If you are dedicated and patient for several months you could create a single level that comes a little near to the original.
STALKER
Factories and labs, tunnels and bunkers filled with human and mutant enemies. Hard to do if you want also the exterior levels but if you keep them small and dont overdo it with the enemy numbers it can be done to a certain degree. At least there is no XP/leveling system needed. It could look like Stalker but it will not feel like it - unless you are prepared to learn a lot of scripting and reserve the next 52 weekends for this.
Fallout
No, definitely not. Large open spaces, NPCs on every corner, multiple choice conversations with 90% of them, a complex leveling system, crafting, repairing, followers,...
Even if you reserve the rest of your live for it, there will be no "Fallout for FPSC", only a mockery of it.
What I want to say essentially is, that the maximum level size is so small, that you should only plan games, that don't suffer from that.
In case you find my grammar and spelling weird ---> native German speaker ^^