I removed all entities from the map and converted the map to an .ase format file with the q3map program and then used a program called deep exploration to convert that to a .obj file that can be imported directly to max.
This may seem like a complicated way of doing it but it's the only way I have figured out so far that keeps all of the texture co-ordinates, curved patches and mesh details in place. I also believe that this should work for any game that uses .map files as the basis of map making.
The other bonus is that it also converts the models within the original map as well, though I don't think you would be able to release those parts as they are the property of the original game creator, or mapper.
Obviously with the differences in mapping between radiant and max, there would be a fair bit of mesh cleanup to be done.
There are a couple of examples that I have been working on with an imported version of Main Engineering from my RPG_Voyager map for EF1 here,
http://www.bebo.com/PhotoAlbum.jsp?PhotoAlbumId=6601870476and here is a quick one of Deck 3 Corridor

The textures belong to explorer and are just being used as place holders right now.
If, like me your getting to grips with max but can use a map editor for a bsp based game then it's good for learning how to edit meshes and generally use different skills. It is also amazing to see such a basic map look quite good when rendered properly.
If you do attempt to use these methods, please don't rip off any one elses work without permission.