Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Sept 2026, 22:11
5 Cubes CTF Map
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 368 | 77 | 77 | 0 | 230 | 46.0 cm | 1.00 | 50% | 34% | 0:08 | |
| 278 | 92 | 80 | 0 | 273 | - | 1.15 | 53% | 34% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 7 | 7 | 1 | 4 kills | ||||
| 14 | 4 | 2 | 4 kills | ||||
| 9 | 5 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-5Cubes-SDot between Red and Blue Team, ending 13-6 in favour of Red Team.
The opening breakthrough came at 0:13 when -cide- scored for Red Team. Red Team created more scoring chances, converting 13 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 10:47, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 13-6.
-cide- stood out as the main objective influence with 26 grabs, 11 captures, 10 returns, and an MVP score of 1647. -cide- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 60 grabs, 29 pickups, 19 captures, 10 solos, 6 assists, 70 flag kills, 37 covers, 0 seals, 40 returns, 27 mid returns, 13 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 34% accuracy and 77 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 40 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 5 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 646 |
| 169 |
| 157 |
| 0 |
| 503 |
| 46.0 cm |
| 1.08 |
| 52% |
| 34% |
| 0:17 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 245 | 73 | 90 | 0 | 286 | - | 0.81 | 45% | 27% | 0:07 | |
| 232 | 84 | 79 | 0 | 311 | 19.6 cm | 1.06 | 52% | 27% | 0:08 | |
| Team Total | 477 | 157 | 169 | 0 | 597 | 19.6 cm | 0.93 | 48% | 27% | 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.
| 7 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 8 kills | |||||
| 4 | 7 kills | |||||
| 1 | 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 | 26 | 11 | 2 | 6 | 14 | 0/- | 1145 | 14 | 6 | 6 | 0 | 10 | 5 | 1647 | |
| -🇺🇸 | Defender | 3 | 2 | 2 | 0 | 0 | 22/6 | 155 | 4 | 16 | 12 | 0 | 15 | 2 | 854 | |
| -- | Attacker | 22 | 3 | 2 | 3 | 15 | 0/- | 327 | 6 | 4 | 3 | 0 | 7 | 5 | 777 | |
| -🇭🇷 | Attacker | 9 | 3 | 0 | 1 | 19 | 0/- | 273 | 5 | 11 | 6 | 0 | 8 | 1 | 624 |
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 | 360 | 240Hz | 22 | 24 | 25 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 83 | 86 | 89 | 0 | Minor variation | ||
| 25000 | - | - | 31 | 34 | 36 | 0 | Minor variation | ||
| 25000 | 250 | 144Hz | 69 | 74 | 78 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 3.12x. You gave the enemy defence problems and backed it up with 11 caps and 6 solos from 26 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Defender | I think you had a steady game at 0.91x; one or two stronger moments would lift it nicely. Your defensive timing was good: 12 mid returns and 2 clutch returns cut off runs at important moments. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Struggling | Attacker | You were below your usual level at 0.85x, so cleaner decisions and timing will matter most for you. Your grabs and running were a real strength, with 22 grabs turning into 3 caps and 3 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. | |
| Feeding | Attacker | You had a tough match at 0.74x, well below your usual level, but I think it is fixable. Very strong flag running: you made 9 grabs count with 3 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |