Follow-up Comment #4, bug #18627 (project wesnoth):

Espreon, two things.
First, the message location. I was trying to strike a balance between content
editors and players.  Content creators obviously need to see and understand
the errors, and understandably want prominently displayed errors.  Players
would rather the errors not show up on the game surface so that (if possible)
the game can go on.  I figured content creators would be looking at the
console for error messages and players would not, prefect compromise.  But if
you think it right I can move it into the game proper.  
Second, the message format.  I'm at the completely wrong end of the pipeline
to understand what error message a content creator would find meaningful. 
With the message I added I tried to: say there is an error in the wml syntax
preventing the parsing of a variable name, show the invalid wml "floors[].map"
and indicate with ASCII arrows --> and <-- where the error is "floors["
<---->"].map" (, in this case the absence of an index).  Obviously, the
message I wrote doesn't clearly convey this.

If you can show exactly what the error message should look like so that it
clearly conveys what I mean.  Keep in mind that it covers a plethora of error
conditions.  For example all of the following and more will generate the
message that you write.
floors[[].map
floors[.map
floors[[]]
floors[top.].map

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