Taken from The QuakeLab: Editing website
http://www.planetquake.com/quakelab/
Used by kind permission of Steve Fukuda

                               [The QuakeLab]
              [Compiling and Editing Problems and Solutions]

            [Editor] [BSP]  [Light] [VIS]  [Startup] [Gameplay]

                            Modified June 7, 1997
|-----------------------------|-----------------------------------------------|
|           Problem           |                  Solution                     |
|-----------------------------|-----------------------------------------------|
|                             |The "error parsing file" while importing a     |
|                             |.MAP file into Thred is generally caused by    |
|                             |"//" comments in the MAP file. After           |
|                             |removing all comments from your example        |
|                             |files, I've not had a problem with the         |
|error parsing file           |imports. I originally ran into this problem    |
|                             |while I was trying to use THRED to modify      |
|- while loading up QuakeLab  |some maps I had created in QUEST. It sticks    |
|MAPs in Thred                |a bunch of comments at the top of the file     |
|                             |for camera positioning and group tracking. I   |
|                             |removed them and Thred loaded the level but    |
|                             |not without some problems with the geometry    |
|                             |(infinitely deep brushes, etc.) - Patrick      |
|                             |Hesmann                                        |
|-----------------------------|-----------------------------------------------|
|                             |Here is the 1.01 code (cut & pasted from       |
|                             |id's source code). This is the only mention    |
|                             |of ambient_thunder or ambience/thunder1.wav    |
|                             |anywhere in QuakeC:                            |
|                             |                                               |
|                             |/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10    |
|                             |-10 -8) (10 10 8) */                           |
|                             |void() ambient_thunder =                       |
|                             |{                                              |
|                             |precache_sound ("ambience/thunder1.wav");      |
|                             |ambientsound (self.origin,                     |
|                             |"ambience/thunder1.wav", 0.5, ATTN_STATIC);    |
|                             |};                                             |
|                             |                                               |
|                             |Here is the 1.06 code:                         |
|                             |                                               |
|                             |/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10    |
|                             |-10 -8) (10 10 8) */                           |
|                             |void() ambient_thunder =                       |
|                             |{                                              |
|                             |precache_sound ("ambience/thunder1.wav");      |
|                             |ambientsound (self.origin,                     |
|I have been playing around   |"ambience/thunder1.wav", 0.5, ATTN_STATIC);    |
|with trying to get the       |};                                             |
|thunder entity to work.      |                                               |
|Here's what I've experienced:|There was no change. This code is _not_ the    |
|                             |problem, it is correct, the thunder1.wav       |
|1. Tried implementing it with|file does exist in the ambience directory.     |
|various editors, got console |Take a look at S. MacDonald's procedure from   |
|message saying thunder.wav   |QuakeX below. - Mike Sayers                    |
|not loaded.                  |I was able to get ambient_thunder to work      |
|2. Got Winpack, found out    |(map created with BSP) under v1.06 after       |
|that it's supposed to be     |correcting a problem with thunder1.wav not     |
|thunder1.wav... got to hear  |looped error when loading .bsp's which         |
|it.                          |contained ambient_thunder entities.            |
|3. Using Worldcraft, renamed |                                               |
|the entity as                |Thunder1.wav fixed using CoolEdit96 with       |
|ambient_thunder1, then I got |solution from QuakeX page:                     |
|the console message saying   |                                               |
|there was no spawn for       |"Sound Not Looped" Problems                    |
|thunder1.wav.                |                                               |
|4. Did the authors of these  |If you're expierencing this problem when       |
|editors miss on something or |trying to replace the ambient sounds, here's   |
|am I missing on something?   |the fix... (Thank to David Spell for this)     |
|Any news or results          |                                               |
|(positive) with trying to use|1. Use "Cool Edit" available at                |
|this entity? I can't be the  |www.shareware.com                              |
|only one who wants to use it |2. Launch "Cool Edit" and load the ambient     |
|:)                           |sound you want to insert into Quake.           |
|- Troy Whittaker             |3. Highlight (or select) the entire .wav       |
|                             |file in question.                              |
|                             |4. Under the "Options" menu select "Cue        |
|                             |list," a dialogue will open.                   |
|                             |5. Click "Add" (remember your .wav must be     |
|                             |selected!) Click "Done".                       |
|                             |6. Save the file and insert it into Quake as   |
|                             |you would any other sound effect!!!!           |
|                             |                                               |
|                             |This makes it somewhat more dificult to        |
|                             |create and distribute maps with                |
|                             |ambient_thunder entities, as for them to       |
|                             |work people would need to have unpacked the    |
|                             |.pak files and deleted them and replaced       |
|                             |Thunder1.wav with a "fixed" version supplied   |
|                             |with the map.                                  |
|                             |                                               |
|                             |...Anyway, I've attached a .zip file (31.0     |
|                             |KB) with a "fixed" version of Thunder1.wav     |
|                             |and a demo .map and .bsp                       |
|                             |                                               |
|                             |Just copy the .wav file to your                |
|                             |id1\sounds\ambience dir the .bsp to id1\maps   |
|                             |- Steve MacDonald                              |
|-----------------------------|-----------------------------------------------|
|In the WorldCraft editor, the|                                               |
|graphics in the texture      |                                               |
|windows are garbled,         |Set your display to more than 256 colors. -    |
|especially when switching    |Matthias Hoys                                  |
|between the different        |                                               |
|windows.                     |                                               |
|-----------------------------|-----------------------------------------------|
|                             |If a map was created by Quest and then         |
|                             |modified by Worldcraft, then Quest would       |
|                             |give you this result. Pretty weird but it's    |
|                             |a fact. - George Myshlyayev                    |
|                             |-----------------------------------------------|
|                             |This type of thing can happen on occasion.     |
|                             |The experience I had was trying to use the     |
|                             |/N in a "message" key. Versions of QuakeMap    |
|                             |and WorldCraft saw this as an error and the    |
|value of key/value pair not  |map would not load. In addition, if you        |
|found                        |start a map in one editor, and then continue   |
|error encountered on line 3  |in another, there can be various quirks that   |
|unable to load map file      |can cause the map to have errors or not        |
|                             |load. The best solution is to open the .map    |
|No longer loads up in editor.|file in a text editor like Wordpad. By         |
|                             |referring to the Quake Map Specs you can see   |
|                             |how the various elements are supposed to       |
|                             |look. I have found mysterious ascii            |
|                             |characters at times. Use the text editor to    |
|                             |remove the offending item, save, and then      |
|                             |try to load it back in the editor. More than   |
|                             |once I was able to salvage a "corrupt" .map    |
|                             |file that had a lot of work in it. - Mike      |
|                             |Melzer                                         |
|-----------------------------|-----------------------------------------------|
|Small cracks in areas around |                                               |
|holes that have been made    |Semi-rounding error caused by brushes being    |
|with qEDs negative brush     |integer aligned. this may be fixed in the      |
|functions.                   |next version. - Jimmy McKinney                 |
|-----------------------------|-----------------------------------------------|