WARNING: LONG POST INCOMINGWell my participation for the rest of the thread has been lax, so I'll put some other lists here:
Top 5 Expansion Packs:This is difficult, as I haven't actually played that many, but I would say
1: Op4
2: The Shivering Isles
3: Fallout 3 (I can't remember which one I liked the most, as it was a long time ago. I'll just list them all here)
Web Series:1:Vsauce. A YouTube channel where interesting questions are asked, and very interesting answers are given.
2:Sims 3 - Redneck Brothers by Robbaz. A Let's Play series of the Sims 3 by a madman.
3:Periodic Videos. A YouTube channel by the chemistry department of the University of Nottingham. Each video typically talks about a particular chemical or element, and maybe shows an interesting experiment related to said chemical.
4:Inside Adam's Cave by Tested on YouTube. Each video has Adam Savage of Mythbusters doing something in his workshop. Showing a prop or costume off, making something, or just giving a tour.
5:Grand Illusions.
A nice old man showing examples of his massive toy collection. Each video is generally quite short and easy to watch, and as a result it's quite easy to spend an hour or so watching them.
Honourable Mentions:Scott Manley's KSP Let's Play series,
Interstellar Quest.CHOW, a YouTube channel about cooking tips, that sadly seems to be inactive. Entertaining mostly because they quite often had really stupid tips, and the comments could be funny.
Top 5 Games:This is a difficult one.
1: Kerbal Space Program. A not too serious space program simulator that still utilises real physics (to an extent - it uses a patched conics system rather than n-body physics, for the sake of simplicity). Contains a solar system of planets that are roughly 1/10th the size that a real life counterpart would be, which is still pretty huge. The game has a Jupiter analogue, Jool, which is roughly the size of the real Earth. You design and build your ships, and pilot them to wherever you want to go. It
really has potential as an educational game. It doesn't actually teach you that much by itself, but it's really effective at making you want to learn more to make your space program better.
2:L.A. Noire. An open world sandbox game set in Los Angeles in 1947, where you play as LAPD detective Cole Phelps. Quite slow paced, and with a very long campaign, it's more of a game that you play for the story than the gameplay, although the gameplay isn't bad. There is combat, but the main focus of the game is examining crime scenes for clues and interviewing suspects, and trying to piece together what happened at each. The story is immersive and the setting of postwar L.A. is lovingly crafted, and it is a game that I would recommend.
3:Hitman. I would list the whole series here (apart from Absolution, which I have not played yet). A very slow paced game series (
generally) that can nevertheless be played like a standard shooter if you really want to. Doing so, however completely misses the point of the game, as it is primarily about stealth. Sneak in, assassinate the target, sneak out. Nobody should know you were ever there. The series came into it's own on the second game. If you want to play them I would recommend playing Codename 47 first. People who have played the others first generally can't stand the first, which is a shame because it contains
my favourite mission of the whole series. They're difficult games, and preplanning and studying the map before the mission can be crucial to getting the best rating.
Note: Hitman: Contracts isn't included in the Steam collection due to licensing issues with a song in the soundtrack. However it can be found
relatively inexpensively on eBay.
4:Grand Theft Auto: San Andreas. I probably spent hundreds of hours playing this on the PS2 when I was younger. It doesn't have the depth or the serious tone of IV, but its a hell of a lot of fun.
5:Bioshock: Infinite. Yet another game where the story and setting are the main reasons for me liking it. The gameplay was lacking, but that's not why I was interested in it. It was really tough deciding between this and Bioshock 1. Both had amazing settings and stories. Bioshock's in-game storytelling was superior. You were presented with a mysterious, ruined city, and only found out about it through listening to audio diaries. Similar to Infinite, but better. Infinite differed in setting in that it showed the city before and during the collapse, rather than just post-collapse. Rather than the player progressively finding out what happened, in this case you find out why it happened. Infinite won out with the main story though. You could learn more about the setting just like in the first game, but it was better at really making you care about the characters, and who actually would win the conflict.
Honourable Mentions:
The Elder Scrolls IV: Oblivion. A richly detailed open world fantasy game, Where you could flat out ignore the main story and just play the side quests and still spend a hundred or so hours being engrossed and entertained by the world.
Fallout 3. A richly detailed open world post-apocalyptic sci-fi game, Where you could flat out ignore the main story and just play the side quests and still spend a hundred or so hours being engrossed and entertained by the world.
Thief: The Dark Project/Gold. Another very slow paced, stealth game. One of the best such games that I have ever played. I just need to finish it one of these days.
Half-Life. If I need to explain this, you're on the wrong website.
Psi-Ops: The Mindgate Conspiracy. One of the most underrated games I've ever played. It would be a fairly generic shooter if it weren't for the psychic powers aspect of the game. Being able to pick up enemies and fling them into a reactor, or sneak up behind them and drain their life energy until their heads explode made this a very entertaining game. It's apparently available for free as an ad-supported game on PC.
Top 5 OSTs (in no particular order):
Black. This game was porn. You came for the action, and the developers knew it. The story was a complete afterthought.
TES IV: Oblivion. As good as it is, I'm sure most of the reason why I like this soundtrack so much is because of the nostalgia.
Hotline: Miami. A synth heavy 1980's inspired soundtrack for a violent, but extremely fun game.
Call of Duty: Modern Warfare 2. Even though the soundtrack is supposedly by Hans Zimmer, most of it, including my favourite track, was actually composed by Lorne Balfe.
Metroid Prime. A great soundtrack for a great game.
Honourable Mention:Halo.Top 5 Mapping Techniques:1: Alt+Right Click texture application. When I found this out, I was shocked that I hadn't seen such a useful technique mentioned before. So I'm mentioning it here (even though it's already been mentioned in this thread). It's just so damn useful.
2: Face splitting in VM. If you have two edges on the same face selected, and you press Ctrl+F, a new edge will be created connecting the two. Very useful for increasing the complexity of shapes, especially combined with the ability to merge vertices.
3: The 'stencils method'. Probably the same thing as Zeeba-G's Templates method. If you want to make a complex shape, and you can in some manner figure out where the vertices are supposed to be to make the correct shape, then making a stencil or template marking out where these vertices are supposed to go makes it much easier to create the shape with VM.
Example: sphere.4: For
really advanced geometry, sometimes it might be necessary to figure it out in another program. For
this geodesic sphere, I first created the shape in Google SketchUp. I then measured the xyz coords of each point and made a tetrahedron based shape with vertices at these points in Hammer. It took a long time though.
5: Maths. Some people prefer trial and error, but I tend to find this way is quicker and more effective. Basically, if there is something I need to figure out, I calculate it. If you have a barrel rolling across the ground, using the diameter and the speed it is moving you can calculate what it's angular speed should be. If it has a diamater of X, it has a circumference of pi*X. If it's moving at Y units per second, then it will revolve Y/(pi*X) times per second. So the angular speed will be (360*Y)/(pi*X) degrees per second.
*If you have a texture that is 128 units wide, and you have a cylinder that you want to wrap it around seamlessly, then you work out the circumference of the cylinder (150.7964 units for a 48 unit wide cylinder), then divide that by the width of the texture (1.1781) to get the texture scale you will use. In this case it will be 1.18, due to Hammer's 2 decimal place precision.
Since the cylinder is made up of flat faces however, it might be more accurate to use Pythagoras' theorem to calculate the actual circumference from the size of each face. A 12 sided 48x48 cylinder will have an actual circumference of 149.866 units, so the actual texture scale will be 1.1708. The more faces there are on the cylinder, the more accurate the approximation will become. (If the cylinder were 6 sided, the correct texture scale would be 1.1308. For a 24 sided cylinder, it would be 1.1757. Compare with the approximated 1.1781)
*Note, I am extremely tired at the time of writing this. These calculations may be wrong. Usually it's a viable method though.