Tool to practice timing from sWozzie
#### Quake 3 Timing Techniques [1vs1 Perspective]
## lunatix @ ETG
## lunatix@nc.rr.com
## Notepad: Format > Word Wrap
# Intro: This documentation is for the timing novice [1vs1 Perspective].
# About me: I have been playing Quake3 since Q3test1.08, I currently play no games and I feel no hype over Quake4 though I'm hoping it works out. I am no mathematician, math lover, math enthusiast. I'm sure a mathematician would come up with better methods, or simply they're so fast and adding subtraction it makes no difference to them; but the way I see it, when I play Quake3 regardless if my ADDING/SUBTRACTION technique was fast or not, you know, I want to play I don't want to be doing math.
#### Disclaimer: This documentation is given as is and is not designed to make you a better player. This texts only goal is to provide, inform, or to simply reference various timing techniques. Timing is very easy, and once learned can be helpful but can also send you to a plateau if you rely too much on it. It's good to always know when items will spawn, but that by no means entails you to pickup the item every time or to even be near it going for an item every time may put you in more harm than good. Winning is about controlling the player, not the map.
## Basic information:
All items are active and ready for pickup straight out of initial spawn.
Max Health: 200(if(H>100) -1h/s) | Armor: 200
MH - Mega Health, 100 Health
RA - Red Armor, 100 Armor
YA - Yellow Armor, 50 Armor
Theoretical Maximum of item spawns in standard 15 min. match:
MH: 26 (2600H)
RA/YA: 36 (3600/1800 (5400A))
Timer: \Cg_drawTimer 1
## Methods of timing:
The most common way of timing is the most obvious, adding and subtracting times. I will discuss two different techniques, one that I've heard of people using and one that I use, both just require memorizing and recalling. Sorry if I mis leaded you thinking you wouldn't have to deal with math at all, but these are numbers, math had to be involved somewhere, the only math used here is Substitution, and Recall. Which in my opinion takes less work than the conventional method.
#Pre-info:
Before learning any techniques first learn to keep track of items. This documentation will only deal with three main items, MH, RA, YA.
Assuming you just magically know when times will spawn. Okay, what if you know the times, but don't know what times is for what item? You just have like three numbers going around in your head. OK, so this is why we always keep the items in the same order, mentally/verbally keep the times queued in same order. I preferably prefer MH, RA, YA, so always remember the times in that order. If for some reason you don't remember a time, then replace it with 00, but make sure you always have something in its place that way you wont have numbers mixed up.
#Technique 1 (Covers all items)
This method provides a way of timing by memorizing a list and then substituting the seconds with the corresponding number. (If you have played and at least somewhat tried to time items you will notice that these numbers look familiar, now if you hadn't taken the time to do it yourself, here's the list and simply memorize it)
MH | RA/YA
--:00 | --:00
--:35 | --:25
--:10 | --:50
--:45 | --:15
--:20 | --:40
--:55 | --:05
--:30 | --:30
--:05 | --:55
--:40 | --:20
--:15 | --:45
--:50 | --:10
--:25 | --:35
--:00 | --:00
Same list different style:
MH | RA/YA
--:00 --:35 | --:00 --:25
--:05 --:40 | --:05 --:30
--:10 --:45 | --:10 --:35
--:15 --:50 | --:15 --:40
--:20 --:55 | --:20 --:45
--:25 --:00 | --:25 --:50
--:30 --:05 | --:30 --:55
--:35 --:10 | --:35 --:00
--:40 --:15 | --:40 --:05
--:45 --:20 | --:45 --:10
--:50 --:25 | --:50 --:15
--:55 --:30 | --:55 --:20
--:00 --:35 | --:00 --:25
*Same numbers in reverse
These are the numbers that you will be substituting for precise times:
Substitution list:
--:-0 = --:-5
--:-1 = --:-6
--:-2 = --:-7
--:-3 = --:-8
--:-4 = --:-9
--:-5 = --:-0
--:-6 = --:-1
--:-7 = --:-2
--:-8 = --:-3
--:-9 = --:-4
--:-0 = --:-5
*Same numbers in reverse
#Putting list to use:
Now that you have the list and if you have not already figured it out already here we go. I will now give out some random item pickup times and we will now
find out when they spawn.
-MH Pickup: 03:25
okay.. minute time doesn't matter at all, 03 means nothing to us, lets just look at the seconds, 25, okay that's pretty simple it's already on the list, look for
25 on the list, what's the number following it? 00..okay so the MH will now spawn at 00, when you have this memorized, you shouldn't have to look for anything
-Spawn: 04:00
-RA/YA Pickup: 03:45
Remember, all I see here is the seconds, the minutes mean nothing, so what's following 45? It's 10
-Spawn: 04:10
At this point 'zero zero' and 'ten' should be circulating through your mind, make sure you keep them in same order.
---------------------------------------------------------------
-MH Pickup: 06:47
oh shit, so we're on a number that's not on the list so now what, here's when the substitution comes in place
1. We see '47'
2. Round number DOWN to closest number on list, which of course ends with either 0 or 5, so anyways, '47' of course will now be '45'
3. '45' on the list is '20'
4. Okay, so we all know we picked it up at 47 and not 45
5. Look at the substitution list, look for '7', what does '7' equal? '2'
6. Now it doesn't matter if it ended with 0 or 5, because that number will now be the substitution number, so the spawn is now at '22'
* Notice that substitution list the numbers are both the same in reverse, '7' is '2' and '2' is '7' respectively
-Spawn: 22
I'm not gonna go into armor because it's the exact same thing, and if you're too dumb to understand what the 'same thing' means, then you shouldn't be reading this document.
#Memorization technique: Say the numbers over and over, consecutively, 'forty five, twenty', 'fifteen, fifty', ..etc. Print/Write out and type to monitor or somewhere where you can easily see it, only way to learn/memorize it or anything for that matter, is constant use.
#Technique 2 (I will only cover MH)
This method I have heard of people using. What is essentially done is memorization the times that the MH is known to spawn at a given time. The flaw with this technique is that you have no sure time of knowing when the item is exactly spawned, especially if the mh wasn't picked up right away or purposely delayed.
*Assuming you pickup items right after each other (list should probably edited to higher times per item spawn to makeup for delays
MH:
1| 00:03
2| 00:38
3| 01:13
4| 01:48
5| 02:23
6| 02:58
_____
7| 03:33
¯¯¯¯¯
8| 04:08
9| 04:43
10| 05:18
11| 05:53
_____
12| |06:28|
¯¯¯¯¯
13| 07:03 * Repeats
14| 07:38
15| 08:13
16| 08:48
17| 09:23
18| 09:58
_____
19| 10:33
¯¯¯¯¯
20| 11:08
21| 11:43
22| 12:18
23| 12:53
_____
24| |13:28|
¯¯¯¯¯
25| 14:03 * Repeats
26| 14:38
15:13
Armor:
1| 00:03
2| 00:28
3| 00:53
4| 01:18
5| 01:43
6| 02:08
7| 02:33
8| 02:58
9| 03:23
10| 03:48
11| 04:13
12| |04:38|
¯¯¯¯¯
13| 05:03 * Repeats
14| 05:28
15| 05:53
16| 06:18
17| 06:43
18| 07:08
19| 07:33
20| 07:58
21| 08:23
22| 08:48
23| 09:13
24| |09:38|
¯¯¯¯¯
25| 10:03 * Repeats
26| 10:28
27| 10:53
28| 11:18
29| 11:43
30| 12:08
31| 12:33
32| 12:58
33| 13:23
34| 13:48
35| 14:13
36| |14:38|
¯¯¯¯¯
15:03 * Repeats
#########################################
Once you've learned to time and when items spawn it's about knowing when to do the right things, also delaying items if you feel the or delay them far enough for you to be able to run from one item straight to the other or simply to throw the opponent off.
##############################################
* Note
Even though I have been timing for a long time, sometimes I just \cg_drawTimer 0 to force my self not to 'know' exactly when item spawns, this forces me from thinking too much about items and concentrate more on what the opponent is doing.
##################################################
#### Disclaimer: This documentation is given as is and is not designed to make you a better player. This texts only goal is to provide, inform, or to simply reference various timing techniques. Timing is very easy, and once learned can be helpful but can also send you to a plateau if you rely too much on it. It's good to always know when items will spawn, but that by no means entails you to pickup the item every time or to even be near it going for an item every time may put you in more harm than good. Winning is about controlling the player, not the map.
#### Quake 3 Timing Techniques [1vs1 Perspective]
## lunatix @ ETG
## lunatix@nc.rr.com
## Notepad: Format > Word Wrap
# Intro: This documentation is for the timing novice [1vs1 Perspective].
# About me: I have been playing Quake3 since Q3test1.08, I currently play no games and I feel no hype over Quake4 though I'm hoping it works out. I am no mathematician, math lover, math enthusiast. I'm sure a mathematician would come up with better methods, or simply they're so fast and adding subtraction it makes no difference to them; but the way I see it, when I play Quake3 regardless if my ADDING/SUBTRACTION technique was fast or not, you know, I want to play I don't want to be doing math.
#### Disclaimer: This documentation is given as is and is not designed to make you a better player. This texts only goal is to provide, inform, or to simply reference various timing techniques. Timing is very easy, and once learned can be helpful but can also send you to a plateau if you rely too much on it. It's good to always know when items will spawn, but that by no means entails you to pickup the item every time or to even be near it going for an item every time may put you in more harm than good. Winning is about controlling the player, not the map.
## Basic information:
All items are active and ready for pickup straight out of initial spawn.
Max Health: 200(if(H>100) -1h/s) | Armor: 200
MH - Mega Health, 100 Health
RA - Red Armor, 100 Armor
YA - Yellow Armor, 50 Armor
Theoretical Maximum of item spawns in standard 15 min. match:
MH: 26 (2600H)
RA/YA: 36 (3600/1800 (5400A))
Timer: \Cg_drawTimer 1
## Methods of timing:
The most common way of timing is the most obvious, adding and subtracting times. I will discuss two different techniques, one that I've heard of people using and one that I use, both just require memorizing and recalling. Sorry if I mis leaded you thinking you wouldn't have to deal with math at all, but these are numbers, math had to be involved somewhere, the only math used here is Substitution, and Recall. Which in my opinion takes less work than the conventional method.
#Pre-info:
Before learning any techniques first learn to keep track of items. This documentation will only deal with three main items, MH, RA, YA.
Assuming you just magically know when times will spawn. Okay, what if you know the times, but don't know what times is for what item? You just have like three numbers going around in your head. OK, so this is why we always keep the items in the same order, mentally/verbally keep the times queued in same order. I preferably prefer MH, RA, YA, so always remember the times in that order. If for some reason you don't remember a time, then replace it with 00, but make sure you always have something in its place that way you wont have numbers mixed up.
#Technique 1 (Covers all items)
This method provides a way of timing by memorizing a list and then substituting the seconds with the corresponding number. (If you have played and at least somewhat tried to time items you will notice that these numbers look familiar, now if you hadn't taken the time to do it yourself, here's the list and simply memorize it)
MH | RA/YA
--:00 | --:00
--:35 | --:25
--:10 | --:50
--:45 | --:15
--:20 | --:40
--:55 | --:05
--:30 | --:30
--:05 | --:55
--:40 | --:20
--:15 | --:45
--:50 | --:10
--:25 | --:35
--:00 | --:00
Same list different style:
MH | RA/YA
--:00 --:35 | --:00 --:25
--:05 --:40 | --:05 --:30
--:10 --:45 | --:10 --:35
--:15 --:50 | --:15 --:40
--:20 --:55 | --:20 --:45
--:25 --:00 | --:25 --:50
--:30 --:05 | --:30 --:55
--:35 --:10 | --:35 --:00
--:40 --:15 | --:40 --:05
--:45 --:20 | --:45 --:10
--:50 --:25 | --:50 --:15
--:55 --:30 | --:55 --:20
--:00 --:35 | --:00 --:25
*Same numbers in reverse
These are the numbers that you will be substituting for precise times:
Substitution list:
--:-0 = --:-5
--:-1 = --:-6
--:-2 = --:-7
--:-3 = --:-8
--:-4 = --:-9
--:-5 = --:-0
--:-6 = --:-1
--:-7 = --:-2
--:-8 = --:-3
--:-9 = --:-4
--:-0 = --:-5
*Same numbers in reverse
#Putting list to use:
Now that you have the list and if you have not already figured it out already here we go. I will now give out some random item pickup times and we will now
find out when they spawn.
-MH Pickup: 03:25
okay.. minute time doesn't matter at all, 03 means nothing to us, lets just look at the seconds, 25, okay that's pretty simple it's already on the list, look for
25 on the list, what's the number following it? 00..okay so the MH will now spawn at 00, when you have this memorized, you shouldn't have to look for anything
-Spawn: 04:00
-RA/YA Pickup: 03:45
Remember, all I see here is the seconds, the minutes mean nothing, so what's following 45? It's 10
-Spawn: 04:10
At this point 'zero zero' and 'ten' should be circulating through your mind, make sure you keep them in same order.
---------------------------------------------------------------
-MH Pickup: 06:47
oh shit, so we're on a number that's not on the list so now what, here's when the substitution comes in place
1. We see '47'
2. Round number DOWN to closest number on list, which of course ends with either 0 or 5, so anyways, '47' of course will now be '45'
3. '45' on the list is '20'
4. Okay, so we all know we picked it up at 47 and not 45
5. Look at the substitution list, look for '7', what does '7' equal? '2'
6. Now it doesn't matter if it ended with 0 or 5, because that number will now be the substitution number, so the spawn is now at '22'
* Notice that substitution list the numbers are both the same in reverse, '7' is '2' and '2' is '7' respectively
-Spawn: 22
I'm not gonna go into armor because it's the exact same thing, and if you're too dumb to understand what the 'same thing' means, then you shouldn't be reading this document.
#Memorization technique: Say the numbers over and over, consecutively, 'forty five, twenty', 'fifteen, fifty', ..etc. Print/Write out and type to monitor or somewhere where you can easily see it, only way to learn/memorize it or anything for that matter, is constant use.
#Technique 2 (I will only cover MH)
This method I have heard of people using. What is essentially done is memorization the times that the MH is known to spawn at a given time. The flaw with this technique is that you have no sure time of knowing when the item is exactly spawned, especially if the mh wasn't picked up right away or purposely delayed.
*Assuming you pickup items right after each other (list should probably edited to higher times per item spawn to makeup for delays
MH:
1| 00:03
2| 00:38
3| 01:13
4| 01:48
5| 02:23
6| 02:58
_____
7| 03:33
¯¯¯¯¯
8| 04:08
9| 04:43
10| 05:18
11| 05:53
_____
12| |06:28|
¯¯¯¯¯
13| 07:03 * Repeats
14| 07:38
15| 08:13
16| 08:48
17| 09:23
18| 09:58
_____
19| 10:33
¯¯¯¯¯
20| 11:08
21| 11:43
22| 12:18
23| 12:53
_____
24| |13:28|
¯¯¯¯¯
25| 14:03 * Repeats
26| 14:38
15:13
Armor:
1| 00:03
2| 00:28
3| 00:53
4| 01:18
5| 01:43
6| 02:08
7| 02:33
8| 02:58
9| 03:23
10| 03:48
11| 04:13
12| |04:38|
¯¯¯¯¯
13| 05:03 * Repeats
14| 05:28
15| 05:53
16| 06:18
17| 06:43
18| 07:08
19| 07:33
20| 07:58
21| 08:23
22| 08:48
23| 09:13
24| |09:38|
¯¯¯¯¯
25| 10:03 * Repeats
26| 10:28
27| 10:53
28| 11:18
29| 11:43
30| 12:08
31| 12:33
32| 12:58
33| 13:23
34| 13:48
35| 14:13
36| |14:38|
¯¯¯¯¯
15:03 * Repeats
#########################################
Once you've learned to time and when items spawn it's about knowing when to do the right things, also delaying items if you feel the or delay them far enough for you to be able to run from one item straight to the other or simply to throw the opponent off.
##############################################
* Note
Even though I have been timing for a long time, sometimes I just \cg_drawTimer 0 to force my self not to 'know' exactly when item spawns, this forces me from thinking too much about items and concentrate more on what the opponent is doing.
##################################################
#### Disclaimer: This documentation is given as is and is not designed to make you a better player. This texts only goal is to provide, inform, or to simply reference various timing techniques. Timing is very easy, and once learned can be helpful but can also send you to a plateau if you rely too much on it. It's good to always know when items will spawn, but that by no means entails you to pickup the item every time or to even be near it going for an item every time may put you in more harm than good. Winning is about controlling the player, not the map.
- Attached Misc File: 29986-Timing.txt (21 Aug 2005, 9KB, 282 downloads)
Edited by lunatix at 16:56 GMT, 23rd Aug 2005 - 13683 Hits