Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Jul 2026, 00:47
5 Cubes CTF Map
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 337 | 102 | 96 | 0 | 241 | 13.5 cm | 1.06 | 52% | 43% | 0:06 | |
| 244 | 76 | 108 | 0 | 226 | 58.3 cm | 0.70 | 41% | 34% | 0:06 | |
| Team Total | 581 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 50 | ||
| 44 | ||
| 32 |
| Killer | Victim | |
|---|---|---|
| 48 | ||
| 66 | ||
| 48 | ||
| 42 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 8 | 3 | 4 kills | ||||
| 19 | 2 | 1 | 4 kills | ||||
| 12 | 2 | 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 9-16 in favour of Blue Team.
The opening breakthrough came at 0:10 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 16 of the 25 captures. Momentum changed hands 4 times as the scoreline developed. 19 captures were completed solo.
Blue 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 10:51, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 9-16.
pho` stood out as the main objective influence with 21 grabs, 8 captures, 14 returns, and an MVP score of 1444. pho` made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 75 grabs, 27 pickups, 25 captures, 11 solos, 6 assists, 76 flag kills, 33 covers, 0 seals, 49 returns, 35 mid returns, 14 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 49% accuracy and 114 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 30 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: pho` 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.
| 178 |
| 204 |
| 0 |
| 467 |
| 35.9 cm |
| 0.87 |
| 47% |
| 39% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 385 | 114 | 96 | 0 | 235 | 20.3 cm | 1.19 | 54% | 49% | 0:06 | |
| 328 | 90 | 82 | 0 | 263 | 46.0 cm | 1.10 | 52% | 34% | 0:08 | |
| Team Total | 713 | 204 | 178 | 0 | 498 | 33.1 cm | 1.15 | 53% | 41% | 0:15 |
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.
| 16 |
| 5 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 6 kills | |||||
| 3 | 6 kills | |||||
| 1 | 6 kills | |||||
| 1 | 5 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 | 21 | 8 | 2 | 3 | 20 | 0/- | 744 | 6 | 12 | 8 | 0 | 14 | 6 | 1444 | |
| -🇩🇪 | Attacker | 22 | 8 | 4 | 6 | 16 | 0/- | 856 | 8 | 7 | 7 | 0 | 9 | 2 | 1369 | |
| -🇬🇧 | Attacker | 21 | 6 | 0 | 2 | 25 | 0/- | 551 | 5 | 2 | 16 | 0 | 21 | 3 | 1234 | |
| -🇬🇧 | Attacker | 11 | 3 | 0 | 0 | 15 | 0/- | 349 | 8 | 12 | 4 | 0 | 5 | 3 | 766 |
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 | 15 | 16 | 16 | 0 | Good connection | ||
| 30000 | - | - | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 25 | 27 | 28 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 20 | 21 | 21 | 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 | Well played, this was a fantastic performance at 2.05x. Very strong flag running: you made 22 grabs count with 8 caps and 6 solos. 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 | You made a clear difference in this match and finished well above your normal level at 2.04x. Your grabs and running were a real strength, with 21 grabs turning into 8 caps and 3 solos. Aim was a real positive at 49% accuracy, so keep taking fights where that strength matters. 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 | This was excellent work from you, with your match rating landing at 1.78x. Your flag work was one of your best areas, with 21 grabs producing 6 caps and 2 solos. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.25x. You looked dangerous whenever you got the flag, and 11 grabs led to 3 caps. I think survival was your main issue: 76-108 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |