@slacer
You have to offer the final scripts (actions/ai/...) to the participants!
Creating a level without any gameplay will end in useless levels.
The desinger has no idea how the level will "feel" when played.
Also the AI of the enemies is highly responsible for the leveldesign (hide/run/attack/...)
Only to define the scale of the walls/objects is too less.
About the action names.
Simply name your modelfile jumppad, pickup, spawnpoint in order to use the auto action assign feature from WED.
Sure, this would not work for doors, because your could contain different door types, but this should not be a big problem.
auto action assign only is triggered when the object is added to the level (imho). So you have to set all the ations for all models afterwards.
What is with walls, slopes, barriers?
Do they have also an action or should the properties (polygon/passable/...) set in WED?
You see there must be a far more defined designbook offered to get playable levels from the participants.
last but not least:
There's also a great difference between the target of the level (SP/MP/MP-CTF/SP-SD/MP-SD/...)