|What people say about QuArK...|
Here's a collection of testimonials of users about QuArK.
If you have a testimonial you want to send in, please send it here.
I can't underestimate the time and effort QuArK saved us in the process. We have many people in the lab, with a wide range of programming abilities, but everyone is able to learn the basics of how QuArK words and design their own custom experiments in a matter of weeks without much training. In fact, the environment used most extensively used in the paper was conceived over lunch, and implemented that same afternoon. A testament to how easy QuArK is to use.
Before I became a developer for QuArK, I used QuArK to teach myself the art of making maps. I chose QuArK because it was much easier to learn than the other editors for Quake 3, and because QuArK supported so many different games.
Two things made me give up with radiant and go quark for my OA map.
1st. It's impossible to make hollowed 16 sided cylinders (not bezier curves) and cones. I always notice microgaps because perfect, regular, polygons have non integer vertexes coordinates.
2nd. For some odd bug radiant is refusing to save maps unless I use a different name, else it does nothing. That was caused by light entities having intensity values too large, or something else related to lights, after I deleted all lights my map saved just fine No, it's something related to entities in general, not just lights. Or... some shader.
First of all, I would like to say GREAT WEBSITE!
This place will help me out tremendously on what I need to accomplish...and thank you to the developers of Quark, my hat goes off to you.
I will probably be frequenting these forums a bit.
I just have to say wow. Kudos to you guys for developing an awesome editor. This is just miles and miles above the experience I've had with gtk/qeradiant. Somehow I had never heard of QuArK until yesterday, and I've spent some time researching Quake 3 editors and talking with Quake 3 mappers in the past. I'm looking forward to using this tool once I get some inspiration.
Thanks so much for the development effort! I hope you keep it up and this tool becomes THE existing-gen (no idea what's in the future with Idtech5, but it sounded like significant changes to level development) Quake engine map editor.
QuArK has got very precise and easy texture and brush manipulation (floating points), a very fast 3D window, integrated programs for pak viewing (including .bsp decompiler) and an easy to customise interface.
Source: GameDesign.net Forums