I've seen Mazer before...as well as the zBuffer-flaws the lighting implementation causes... :wink:
To answer your question: jPCT can't to lightmaps, because it can't do multitexturing. This limitation comes from the fact that it's not hardware only but offers a software renderer too. Multitexturing in software is so expensive, that i decided against it and because the feature-set of both renderers should be as equal as possible, there is not support for it at all.
However, it does have its own T&L pipeline and offers a lighting similar to the native OpenGL lighting (i.e. vertex lighting). It supports ambient, specular (in two slightly different implementations) and diffuse lighting with an unlimited amount of lightsources (in theory...in practice, performance starts to drop when you are overusing light).
I guess you've already seen the "viewer"-test-app i posted on javagaming.org. What you see there is all vertex-lighting using some more or less randomly placed lightsources...and i think it looks quite well for vertex-lighting, so maybe this is still an option for your game.
BTW.: The software renderer supports overbright lighting, which increases the possibilities of vertex-lighting very much (i.e. the maximum light intensity per channel is not 1 but 32 in this case). Sadly, no current consumer hardware can do this, so the OpenGL renderer can't make use of it. The 3dfx Rampage would have supported it, if 3dfx would have just survived... :cry: