Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Oct 2025, 00:38
5 Cubes CTF Map
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 292 | 87 | 93 | 0 | 248 | 13.5 cm | 0.94 | 48% | 35% | 0:07 | |
| 251 | 67 | 79 | 0 | 217 | 46.0 cm | 0.85 | 46% | 31% | 0:08 | |
| Team Total | 543 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 45 | ||
| 42 | ||
| 27 | ||
| 40 |
| Killer | Victim | |
|---|---|---|
| 48 | ||
| 42 | ||
| 45 | ||
| 37 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 13 | 5 | 3 kills | |||||
| 9 | 1 | 3 kills | |||||
| 13 | 4 | 1 | 4 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 7-15 in favour of Blue Team.
The opening breakthrough came at 0:12 when dupthegodless scored for Blue Team. Blue Team created more scoring chances, converting 15 of the 22 captures. The scoring pattern stayed relatively stable once the first lead was established. 16 captures were completed solo.
The final capture arrived at 10:32, with pho` finishing for Blue Team. That score set the closing shape of the match at 7-15.
dupthegodless stood out as the main objective influence with 19 grabs, 11 captures, 24 returns, and an MVP score of 1557. -uh.StarzZz`- made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 83 grabs, 23 pickups, 22 captures, 9 solos, 6 assists, 84 flag kills, 28 covers, 0 seals, 61 returns, 44 mid returns, 17 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 35% accuracy and 87 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 21 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.StarzZz`- produced 6 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 154 |
| 172 |
| 0 |
| 465 |
| 29.7 cm |
| 0.90 |
| 47% |
| 33% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 417 | 90 | 72 | 0 | 271 | - | 1.25 | 56% | 34% | 0:09 | |
| 298 | 82 | 82 | 0 | 238 | 20.3 cm | 1.00 | 50% | 34% | 0:08 | |
| Team Total | 715 | 172 | 154 | 0 | 509 | 20.3 cm | 1.12 | 53% | 34% | 0:17 |
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.
| 11 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 1 | 6 kills | |||||
| 2 | 5 kills | |||||
| 4 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 | 19 | 11 | 2 | 5 | 27 | 0/- | 722 | 9 | 9 | 20 | 0 | 24 | 4 | 1557 | |
| -🇬🇧 | Attacker | 24 | 4 | 4 | 2 | 15 | 0/- | 778 | 5 | 11 | 5 | 0 | 9 | 4 | 1325 | |
| -🇬🇧 | Attacker | 24 | 5 | 0 | 1 | 18 | 0/- | 449 | 4 | 6 | 6 | 0 | 13 | 6 | 1061 | |
| -🇩🇪 |
| Attacker |
| 16 |
| 2 |
| 0 |
| 1 |
| 24 |
| 0/- |
| 251 |
| 5 |
| 2 |
| 13 |
| 0 |
| 15 |
| 3 |
| 790 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | 238 | 238Hz | 13 | 15 | 21 | 0 | Rhythmic fluctuation | ||
| 30000 | 360 | 240Hz | 24 | 24 | 25 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 30000 | - | - | 85 | 86 | 87 | 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 played a really good game here and your 2.41x rating shows it. Your attacking play was strong, especially because you turned 19 grabs into 11 caps and 5 solos. You fought efficiently: 90-72 with a 1.25 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 | Great game, this was a really strong performance from you at 1.68x. Your attacking runs had purpose, with 24 grabs leading to 4 caps and 2 solos. 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. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.56x. Your flag work was one of your best areas, with 24 grabs producing 5 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 | I think this was one of your stronger performances, coming in at 1.29x. You looked dangerous whenever you got the flag, and 16 grabs led to 2 caps and 1 solo. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |