Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Sept 2026, 22:51
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 661 | 94 | 64 | 0 | 561 | 19.6 cm | 1.47 | 59% | 25% | 61 | 43% | 0:10 | |
| Team Total | 661 | 94 | 64 | 0 | 561 | 19.6 cm | 1.47 | 59% | 25% | - | - | 0:10 |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 10 | 2 | 3 kills | |||||
| 7 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 |
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Generated from the match events and player statistics.
A tight game of 1v1 Sniper CTF took place on CTF-SmallMountain between Red and Blue Team, ending 22-21 in favour of Red Team.
The opening breakthrough came at 0:09 when tono scored for Red Team. Red Team created more scoring chances, converting 22 of the 43 captures. Momentum changed hands 4 times as the scoreline developed. 43 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 10:57, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 22-21.
-cide- supplied the sharpest shooting numbers, finishing with 27% accuracy and 64 kills.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|
| 591 | 64 | 94 | 0 | 362 | 46.0 cm | 0.68 | 41% | 27% | 43 | 44% | 0:07 | |
| Team Total | 591 | 64 | 94 | 0 | 362 | 46.0 cm | 0.68 | 41% | 27% | - | - | 0:07 |
| 7 kills |
| 1 | 5 kills |
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
CTF objective progression by player across this match.
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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 661 | |
| -🇩🇪 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 591 |
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Winning team players are shown with brighter, thicker solid lines. Normal kills and headshots are hidden here; larger coloured dots mark CTF flag events such as grabs, captures, returns, assists, covers, seals, and flag carrier kills.
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 | 250 | 144Hz | 78 | 83 | 105 | 1 | Occasional lag spikes | ||
| 25000 | 360 | 240Hz | 21 | 24 | 27 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.63x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. I think survival was your main issue: 64-94 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.51x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. You fought efficiently: 94-64 with a 1.47 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. |