I found the easiest way is to import all the meshes you need in one scene at 0.1 meters scale, then save as a max file. Then change the scale to 1.0 and reopen the max file. When it asks you if you want to adopt file scale or rescale, choose the rescale option and save the resulting max file again. Then they should be the correct size when put into a map. (using the replace option in Max). The same can be done with the map it self in case the rexman script you use to set up the objects for lightmapping gives them the wrong scale position settings in the element name for each object. (the element name gives the object each the position settings needed for the file name of each eventual tga file) So if you get a mismatch in scale, you can rescale either your map or your object's collection max file to correct it.
Also recently I found that LightingMap is the best element type to use for objects. To avoid unlit surfaces from being to dark, simply add a "Skylight" to your scene and adjust it's color setting. for my night maps, they used 38/38/38 RGB value for the skylight.
For day maps the sun intensity for the light source should be 0.6 and shadow intensity 0.8. However for night maps you would use lower settings. Moon light intensity is usually 0.2 or less and shadow intensity is at 1.0.
As for other lightsources, it's up to you how far you want them to light things. The street lights in my BFH night maps for example use the Far Attenuation setting of 1.0 - 15 (1.0 start value and 15 for the end value) and their intensity is usually set to 0.8 with a 1.0 shadow intensity. Only do this for lightsources that will be inside a mesh like that.
Oh and when you clone a light source, it's better to use the "instance" option when copying them. That way you can create "groups" of lightsources. Each group would share the same setting, so you would only have to adjust one of them to apply a change to all of them. It's easier and faster then full on copy where you have to go to each light source and change their settings.
If you put a lightsource inside a mesh like a street lamp, it's best to add the streetlamps to the exclusion list by finding the exclude button under the general settions section of your lightsource(s). Then add them and set to exclude them for shadow casting.
EDIT:
Here's a max scene of Riverside Rush Nights. This max file should work in Max 7 or newer. It reflects my latest method of doing night maps.

Note the lack of a moon light source since this map had clouds and rain weather fx on it. So it was not necessary to have a moon light.
NightMapExample.rar
Also note if you want things like trees and things with alpha to cast correct shadows, you must have their material set to Standard and have the Diffuse and Opaque bitmap channel set up correctly. (they are both usually set to the same texture). I have mentioned this in one of your other threads I do believe.
Aside from those, it's generally not important that you have textures working in your max scene except maybe for the terrain if you decide to make those as CompleteMap instead of LightingMap (which would save you the hassle of having to merge them with the non shadow color maps with the game engine)