Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Jun 2026, 23:38
Codex of Wisdom
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dVp!FB | 32 | 32 | 21 | 0 | 433 | - | 1.52 | 60% | 23% | 4 | - | 0:47 |
| pho` | 26 | 28 | 21 | 1 | 467 | 20.3 cm | 1.33 | 55% | 18% | 3 | - | 0:47 |
| -cide- | 22 | 24 | 30 | 1 | 672 | 46.0 cm | 0.80 | 43% | 37% | 1 | - | 0:32 |
| -uh.StarzZz`- | 14 | 17 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dVp! | 2 | 2 kills | |||||
| -uh.StarzZz`- | |||||||
| pho` |
| Player | Killing Spree |
|---|
Loading player feedback...
Generated from the match events and player statistics.
A hard-fought Normal Weapons TDM match took place on DM-Codex, with 4 active players recorded in the report.
dVp! produced the strongest overall performance, finishing with 32 score, 32 kills, and 60% efficiency.
dVp! led the fragging pace with 32 kills.
-cide- posted the best accuracy at 37%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
The final table reflects the players who converted pressure most consistently across the match.
| 31 |
| 3 |
| 508 |
| 13.5 cm |
| 0.55 |
| 33% |
| 21% |
| 1 |
| - |
| 0:31 |
| Rampage |
|---|
| Dominating |
|---|
| Unstoppable |
|---|
| Godlike |
|---|
| Best |
|---|
| dVp! | 2 | 1 | 10 kills | |||
| -uh.StarzZz`- | 1 | 9 kills | ||||
| pho` | 2 | 8 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 3 | 4 | 28 | 8 | 75 | 66 | 176 | |||||
| -uh.StarzZz`- | 2 | 2 | 35 | 16 |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
Each coloured line is a player. Hover dots to see which pickup they collected.
| Total |
|---|
| dVp! | 11 | 3 | 7 | 3 | 6 | 30 | ||||
| -uh.StarzZz`- | 4 | 1 | 2 | 3 | 3 | 4 | 17 | |||
| pho` | 9 | 6 | 3 | 10 | 28 | |||||
| -cide- | 1 | 2 | 4 | 2 | 1 | 1 | 3 | 4 | 2 | 20 |
| Totals | 5 | 2 | 25 | 2 | 1 | 6 | 19 | 13 | 22 | 95 |
| 55 |
| 70 |
| 164 |
| pho` | 1 | 9 | 21 | 67 | 61 | 159 |
| dVp! | 10 | 11 | 38 | 17 | 50 | 32 | 141 |
| Totals | 16 | 26 | 122 | 41 | 247 | 229 | 640 |
Kills by weapon in this match.
Best player and weapon pairings in this match.
Different summary from the timeline graph: pickup types, power pickups, and first/last control moments.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 15 | 15 | 16 | 0 | Good connection | |
| dVp! | - | - | - | 26 | 27 | 28 | 0 | Good connection | |
| -cide- | 25000 | 360 | 240Hz | 31 | 33 | 36 | 0 | Bumpy connection | |
| pho` | 25000 | 400 | 280Hz | 19 | 20 | 21 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Stable | Combat | You were close to your usual level at 1.06x, with room to turn steady play into a bigger influence. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. Nothing was wildly out of line, but improving fight selection and timing around armour, belt, or key weapons would make you harder to control. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
| dVp! | Stable | Combat | I think you had a steady game at 0.92x; one or two stronger moments would lift it nicely. You gave your team strong combat value, especially because your kills came with good efficiency. 60% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| pho` | Struggling | Combat | You dipped below your usual level at 0.85x, but I think there are clear areas you can tighten next match. You gave your team a solid score base and avoided turning it into a messy trade game. Your 28-21 scoreline gave you a 1.33 K/D, which shows you were getting more value from your lives than the enemy. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| -uh.StarzZz`- | Feeding | Combat | You had a rough game at 0.48x, so I think your goal should be to simplify and rebuild from safer plays. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 3 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |