Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Jun 2026, 12:54
Codex of Wisdom
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dVp!FB | 21 | 23 | 3 | 2 | 211 | - | 7.67 | 82% | 26% | 0 | - | 3:39 |
| -uh.StarzZz`- | 0 | 3 | 23 | 3 | 180 | 13.5 cm | 0.13 | 10% | 66% | 1 | - | 0:28 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dVp! |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| dVp! | 1 | 1 | 9 kills |
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Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Codex, with 2 active players recorded in the report.
dVp! produced the strongest overall performance, finishing with 21 score, 23 kills, and 82% efficiency.
dVp! led the fragging pace with 23 kills.
-uh.StarzZz`- posted the best accuracy at 66%.
Banter read: dVp! made the table look personal with 21 score and 82% efficiency.
-uh.StarzZz`- hit 66% accuracy, which is exactly the kind of number that creates three separate lag excuses.
The final table reflects the players who converted pressure most consistently across the match.
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 1 | 2 | 3 | |||||||
| dVp! | 10 | 1 | 7 | 5 | 23 | |||||
| Totals | 10 | 2 | 7 | 5 | 2 | 26 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 3 | 3 | 12 | 6 | 43 | 60 | 121 | |||||
| dVp! | 6 | 11 | 12 | 4 |
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.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Each coloured line is a player. Hover dots to see which pickup they collected.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
| 35 |
| 23 |
| 87 |
| Totals | 9 | 14 | 24 | 10 | 78 | 83 | 208 |
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.
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 | 21 | 26 | 117 | 1 | Occasional lag spikes | |
| dVp! | - | - | - | 35 | 35 | 36 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dVp! | Dominating | Combat | You played well and finished above your usual level at 1.18x. You played a useful combat game: enough frags, controlled deaths, and good pressure. 82% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| -uh.StarzZz`- | Feeding | Combat | You had a rough game at 0.15x, 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |