As for the max scene, I did spend last night bringing it up to spec in regards to how my night maps are now done. It does not have any m2 meshes. I coded things into the map that removes any m2 meshes used in the map. (basically used active command to remove/disable the lod objects used on some of the buildings)
But it does have all the statics lightmapped. Even some that aren't lightmapped in vanilla BF1942. Some objects like the rope spindle thing-a-ma-jig didn't originally have a lightmap channel or corresponding samples file. This also includes those little concrete pillar things strewn about the map. I added the modified meshes with proper lightmap UVs to the map and modified the object coding to use the custom geometries. (you can't override an existing geometry template map side it seems, so all the objects I modified used new geometry templates)
I even lightmapped the med-lockers and ammo boxes which also don't get lightmapped normally.

The only thing still off about the max scene is most of the interior lights are copies and not instances. Non of the statics have textures either as I removed them back when I still used the "CompleteMap" setting for the lightmap files. This was before I used skylights in my scenes and back then I didn't know why unlit surfaces were too dark. So I made a work around by modifying the rexman scripts to set up the objects with the CompleteMap element type instead and removed the textures to prevent them from being present in the resulting lightmap files. Adding the skylight and switching the statics to the LightingMap element type as well as using higher resolution output settings (since I plan to render them out as DDS files) was one of the things I spent last night adding to the old max scene. Oh and the max scene has since been saved as a new file and will require Max 10 or newer to open since I use Max 10 for lightmapping.
About the only statics that may suffer from this are a few buildings that used alpha in the balcony fence thing and a few fence gates used on the edges of the map. But since I used the original map's terrain textures, the shadows were already baked in and those particular objects did not really effect nearby objects in terms of where their shadows were, so I did not make any attempt to fix them.
