Well let me explain something here. Sure, a 1024 x 1024 texture may take up a bit more memory than a 512 x 512 texture, but sometimes it's really needed to make a static mesh or a surface look good. Joey, you should know this because I showed you the hellbender example. And plus there IS a texture compression tool in UnrealEd so that the texture doesn't take up that much memory. Also unless you want the map to look like crap, I suggest you allow it to be at least no more than a 40 mb download, some of us mappers have alot of custom textures and static meshes in the map. People have cable modems, and I'm sure their computers are efficient enough to run these custom maps. Hell I would run big 35 mb custom maps just fine on my old P4 2.0 ghz with 512 mb of ram and an ATI 9700.5. No maps with big high res textures. Why in the hell people use 1024 x 1024 textures for an object on the map is beyond me. not one is going to see the object as big as a 17" monitor. make your textures/meshes small low res. I am tired of map downloads being so huge cause the textures/meshes are extremely hi res. 128, 256. and 512 size images are ebst for many occasions. There is no reason for a map to be over 5 megs. The larger the maps in megabytes, the more resources (Video, RAM and CPU) players will need to play it smoothly.
There a ton of epic maps that use 1024 x 1024 textures. This does NOT mean the texutre is gonna take up the entire screen, not one bit. It simply covers the surface or mesh and makes it more detailed looking. That doesn't mean someone should fill the map with a ton of those textures, but rather just a few to cover large areas, and static meshes. It just makes it look more appealing while playing.