Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Mar 2026, 01:31
5 Cubes CTF Map
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 364 | 100 | 70 | 0 | 209 | 20.3 cm | 1.43 | 59% | 49% | 0:09 | |
| 268 | 89 | 88 | 0 | 241 | - | 1.01 | 50% | 37% | 0:07 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 44 | ||
| 56 | ||
| 36 | ||
| 53 |
| Killer | Victim | |
|---|---|---|
| 51 | ||
| 58 | ||
| 19 | ||
| 30 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 6 | 1 | 4 kills | ||||
| 14 | 8 | 2 | 2 | 5 kills | |||
| 13 | 5 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-5Cubes-SDot between Red and Blue Team, ending 12-5 in favour of Red Team.
The opening breakthrough came at 0:23 when JugzZz scored for Blue Team. Red Team created more scoring chances, converting 12 of the 17 captures. Momentum changed hands 1 time as the scoreline developed. 14 captures were completed solo.
Red Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:43, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 12-5.
pho` stood out as the main objective influence with 24 grabs, 11 captures, 12 returns, and an MVP score of 1476. -uh.Pr3DazZz made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 67 grabs, 21 pickups, 17 captures, 7 solos, 3 assists, 70 flag kills, 23 covers, 0 seals, 47 returns, 36 mid returns, 11 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 49% accuracy and 100 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: -uh.Pr3DazZz produced 4 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 632 |
| 189 |
| 158 |
| 0 |
| 450 |
| 20.3 cm |
| 1.20 |
| 54% |
| 43% |
| 0:16 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 269 | 109 | 80 | 0 | 263 | - | 1.36 | 58% | 41% | 0:08 | |
| 176 | 49 | 109 | 0 | 186 | 58.3 cm | 0.45 | 31% | 27% | 0:06 | |
| Team Total | 445 | 158 | 189 | 0 | 449 | 58.3 cm | 0.84 | 46% | 35% | 0:14 |
Click the coloured player buttons to show or hide lines. Each line finishes on the same Equinox MVP score shown in the CTF MVP table.
Dots are timed MVP-impact events from this match. Captures still keep their deeper run details in the existing capture graph.
| 10 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 4 | 7 kills | |||||
| 1 | 5 kills | |||||
| 2 kills |
Final Equinox gain: Match Score plus flag-run, objective, defensive baseline, shared team, and personal penalty adjustments.
| Rank | Player | Role | Grabs | Caps | Assists | Solos | Flag Kills | Def FK/BNS | Flag Run | Pickups | Covers | Mid Returns | Cherries | Returns | CLUTCH | MVP Score |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 24 | 11 | 0 | 5 | 23 | 0/- | 1004 | 9 | 3 | 10 | 0 | 12 | 0 | 1476 | |
| -🇬🇧 | Attacker | 9 | 1 | 1 | 1 | 15 | 0/- | 196 | 2 | 17 | 13 | 0 | 15 | 4 | 868 | |
| -🇺🇸 | Attacker | 25 | 4 | 0 | 0 | 23 | 0/- | 221 | 5 | 0 | 9 | 0 | 14 | 3 | 732 | |
| -🇬🇧 | Attacker | 9 | 1 | 2 | 1 | 9 | 0/- | 279 | 5 | 3 | 4 | 0 | 6 | 4 | 646 |
Uses the match ngLog and UHNet connection values: client NetSpeed, client FPS when logged, and ping samples across the match. Min, Avg and Max summarise the ping range, the trace shows the connection pattern, and spikes mark sudden jumps.
| Player | Client NetSpeed | Client FPS | Refresh | Min | Avg | Max | Spikes | Ping Trace | Pattern |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 19 | 19 | 19 | 0 | Good connection | ||
| 20000 | - | - | 10 | 11 | 12 | 0 | Good connection | ||
| 20000 | - | - | 14 | 15 | 16 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 95 | 97 | 99 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 2.23x. You looked dangerous whenever you got the flag, and 24 grabs led to 11 caps and 5 solos. You fought efficiently: 100-70 with a 1.43 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.59x. Your attacking play was strong, especially because you turned 25 grabs into 4 caps. You fought efficiently: 109-80 with a 1.36 K/D, and I think you played your role in the team well. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.53x. Very strong flag running: you made 9 grabs count with 1 cap and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | I think you had a steady game at 1.07x; one or two stronger moments would lift it nicely. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 9 grabs. I think survival was your main issue: 49-109 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |