Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Jul 2026, 18:56
5 Cubes CTF Map
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 366 | 94 | 82 | 0 | 274 | 46.0 cm | 1.15 | 53% | 34% | 0:08 | |
| 290 | 89 | 88 | 0 | 275 | 36.0 cm | 1.01 | 50% | 32% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 42 | ||
| 42 | ||
| 47 |
| Killer | Victim | |
|---|---|---|
| 46 | ||
| 55 | ||
| 36 | ||
| 33 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 11 | 7 | 2 | 1 | 5 kills | |||
| 13 | 7 | 1 | 5 kills | ||||
| 9 | 6 | 3 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 14-9 in favour of Red Team.
The opening breakthrough came at 0:21 when -cide- scored for Red Team. Red Team created more scoring chances, converting 14 of the 23 captures. The scoring pattern stayed relatively stable once the first lead was established. 12 captures were completed solo.
The final capture arrived at 10:55, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 14-9.
-cide- stood out as the main objective influence with 23 grabs, 10 captures, 11 returns, and an MVP score of 1524. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 70 grabs, 27 pickups, 23 captures, 9 solos, 11 assists, 74 flag kills, 35 covers, 0 seals, 46 returns, 38 mid returns, 8 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 39% accuracy and 101 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 33 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 3 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.
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 | 23 | 10 | 2 | 5 | 17 | 0/- | 967 | 10 | 7 | 9 | 0 | 11 | 3 | 1524 | |
| -🇬🇧 | Attacker | 13 | 4 | 4 | 1 | 19 | 0/- | 433 | 6 | 15 | 11 | 0 | 14 | 2 | 1073 | |
| -🇬🇧 | Attacker | 21 | 5 | 2 | 1 | 17 | 0/- | 571 | 8 | 8 | 8 | 0 | 10 | 1 | 970 | |
| -🇫🇷 | Attacker | 13 | 4 | 3 | 2 | 21 | 0/- | 329 | 3 | 5 | 10 | 0 | 11 | 2 | 781 |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 2.34x. You were dangerous with the flag: 23 grabs led to 10 caps and 5 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 should be happy with this one; your performance was well above your usual level at 1.71x. Your attacking play was strong, especially because you turned 13 grabs into 4 caps and 1 solo. 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. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.68x. Your attacking runs had purpose, with 13 grabs leading to 4 caps and 2 solos. I think survival was your main issue: 69-89 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 | You put together a top-level game here and finished at 1.53x. Your flag work was one of your best areas, with 21 grabs producing 5 caps and 1 solo. 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. |
| Team Total | 656 | 183 | 170 | 0 | 549 | 41.0 cm | 1.08 | 52% | 33% | 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 280 | 101 | 94 | 0 | 261 | 13.5 cm | 1.07 | 52% | 39% | 0:06 | |
| 254 | 69 | 89 | 0 | 235 | - | 0.78 | 44% | 29% | 0:07 | |
| Team Total | 534 | 170 | 183 | 0 | 496 | 13.5 cm | 0.93 | 48% | 34% | 0:14 |
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.
| 22 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 10 kills | ||||
| 3 | 9 kills | |||||
| 4 kills | ||||||
| 3 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 | 360 | 240Hz | 21 | 23 | 25 | 0 | Bumpy connection | ||
| 30000 | 0 | 498Hz | 12 | 13 | 13 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 12 | 15 | 0 | Minor variation | ||
| 25000 | 120 | 60Hz | 25 | 96 | 1510 | 2 | Occasional lag spikes |