Cor great stuff, nice & dirty- just how i like it. Like you mentioned it's best to plan ahead & have textures prepared in advance so you can use the big horizontally-tiling texture pallettes/poly stipping method to save on texture loading.
You could go the bf2 route & have a lowres colour layer overlayed with a highres (1 or 2 pixels/cm) low saturation detail layer, then extra dirt & decal layers. But I prefer something more basic like HL2's single colour textures, with a dirt layer multiplied on top to break up the tiling. Plus using the colour slot for your main textures means you save as a dxt1 format .dds, & that's half the filesize than the dxt5 needed for detailmaps (cos of no alpha specular, not usually needed on buildings).
For the destroyable concrete bunkers that'll be in 0.6, this is the main colourmap (512x2048 strip with lots of horizontal tiling bits) which gets mapped @ 2 pixels per cm (double bf2's res, & more like HL2):
http://img81.imageshack.us/img81/1350/b ... andbg8.jpg
& this is a 512 dirtmap that has a lower tiling (~4 pix/cm) to break up tiling artifacts:
http://img341.imageshack.us/img341/745/dirtyczv0.jpg
another texture pallette as an example of 4x 512s packed for horizontal tiling:
http://img440.imageshack.us/img440/2661 ... rs1ye2.jpg
So I'd say 2 texture layers should do it (colour & dirt), & you could have some decal maps on top too for things like bullet holes, bricks showing through cracked plaster etc. Also if you want to fill up unused texture slots there's some null detail textures in staticobjects/PR/textures/ (particularly useful for filling up the detail slot).
Taxi's already covered lods & colls, & you can have pretty high res buildings in bf2- 10k+ tris should be fine for the main lod. But coll meshes should be a lot lower for good performance. I would go lower than the amounts suggested on bfeditor, & have something like-
col0 (projectiles)= 50-70% main lod
col1 (vehicles/physics)= under 10% (easy on buildings, can be a few boxes)
col2 (players)= 10-30% (i try & keep these under 200-300 tris, & can be very boxy because the player/world interaction in bf2 is extremely basic)
There's a material library for 3dsmax for assigning collision materials (eg. stairs wood, concrete, penetrable metal...) but dunno how to do that in maya. But that serves you right for using the tool of the devil. Good luck & PM me if you've got a question.