Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Jul 2026, 02:14
DM-Deck16][
Deck #16 ][
Players
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| dVp! | 0 | 0 | 0 | 0 | 0 | - | 0 | 0% | 0% | 2:14 |
| DaSnaksta | -1 | 0 | 0 | 0 | 31 | - | 0 | 0% | 10% | 1:52 |
Pickup Timeline
Each coloured line is a player. Hover dots to see which pickup they collected.
Zoom GraphShowHide
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
Team Balance
Red versus Blue balance for this match only.
Player Pickups
Pickup rows are ready. Counts will fill after pickup aggregates/backfill are available for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dVp! | ||||||||||||
| DaSnaksta | ||||||||||||
| Totals |
Normal Weapons Match Breakdown
Weapon kills and pickup control for this match only.
Pickup Control
Red vs Blue armor, pads, belt, and amp control for this match.
Map Control
Weapon Kill Breakdown
Kills by weapon in this match.
Top 3 Weapon Combos
Best player and weapon pairings in this match.
Pickup Breakdown Snapshot
Different summary from the timeline graph: pickup types, power pickups, and first/last control moments.
Connection
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 Performance
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Match Report
Generated from the match events and player statistics.
A tight Normal Weapons TDM match took place on DM-Deck16][, with 2 active players recorded in the report.
DaSnaksta produced the strongest overall performance, finishing with -1 score, 0 kills, and 0% efficiency.
DaSnaksta led the fragging pace with 0 kills.
DaSnaksta posted the best accuracy at 10%.
Banter read: DaSnaksta produced the kind of combat line that makes people immediately ask for the next map.
The final table reflects the players who converted pressure most consistently across the match.




