From the thread on map expectations:
the final pk3 must be under 10 Mb. 3-4 is perfect.
Staying under 10 mb is possible if u don’t do complex brushwork or dont use lots of badly compressed custom texes/ tga. A map like stalingrad with 30 mb is major bug by itself tbh.
However 3-4 mb is ridiculous. Only way to do that is: no custom textures, no custom models, and no custom voice objectives. Those 3 eat the most part of a pk3. This would result in: same looks as we already know it (eg. El Kef looks like another part of the goldrush town… not really what u d call originality). And especially you ll either need objectives that are pretty much the same as in the original maps so u can use those VO, or don’t put VO into the map. The first is boring, the second is very likely to result in ppl not knowing what to do (cuz there are barely players that ever look at he CM or have a look at the limbo-menue objectives list where there are even objective cams).
So what i m wondering about right now is:
1.) Can I actually reduce the filesize by sophisticately using the lightgrid brush? Does anybody have any experiences about this?
2.) Apart from caring about a clean list of textures and as few tga’s as possible etc., what else can u do to reduce filesize when using custom textures?
3.) Does it help to caulk a lot and only have the actually visible surfaces textured? I know this is good for tris etc., but i m wondering about its impact on the bsp-size. It surely helps reducing hte .map-size (because common/caulk is less than for example theriver2reduxtextures/myfirstwalltextureever (and no, i dont use paths like that) 
