It should go well, as long as it runs at more than 20fps on an Intel X3100, which is a terrible iGPU, even in Sven Co-op.
In my opinion, it would be a smart idea to make 1 texture with 2-4 resolutions, like: 1 floor texture, with a 128x, 256x, 480x and a 512x variation.
So, use the 128x for the non-detailed, non-reachable areas, and use the 512x (and/or the 480x) texture for the "obvious" parts, where the lightmaps should be detailed, for example.
However, I recommend the 480x texture more than 512x. Why 480x480? Because if you fit a 512x on a face, it will have 6 wpoly. With 480x, it's only 4 wpoly, at least I think so.
One obstacle will be the alloc-block limit or something, I've heard of it once. So, for max detail, use a 256x texture with a detail texture overlaying it. Just don't use too much detail textures, because they can take up too much video memory, since some integrated cards still have less than 256 MB of VideoRAM.
And try NOT to use blinking lights, a.k.a "lightstyles" in lightmaps. Because OpenGL doesn't support them well enough, so it does lag a bit. It lags horribly on the Intel X3100, even with 1 blinking light.