Very cool! Thanks for checking my post.
Another thing to simplify stuff, when you do the "Lightmap Pack" step, select "New Image" from the options and set the lightmap size directly there, this way you don't need to create a new image in the UV/Image editor but instead it gets created automatically in this step , so all you gotta do is save the image after the texture baking process.
I'm going thru the tut again cause there are still a couple of things that I think could be improved for better user understanding

I'll let you know of any other stuff I find.
I tried pumping the samples of the light up to 10 but I still get very "squared and with jaggies" lightmaps, even blurring them in Gimp doesn't help much. What sample values are you using for your lights?
best regards,
Alvaro
EDITED: and one last thing, after exporting and viewing the mesh in iwalktest, it seems to only be picking up the diffuse texture info but not the lightmap, even though I've renamed the new UV texture layer to "Lightmap", any ideas? (check screenie, plz):
