| 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.
Source: Forum
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.
Source: Conversation
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.
Source: Forum
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.
Source: Forum
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.
Source: Forum
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
Don't forget to check out the comments left by our donators here, or the reviews on the SourceForge website here!
