Each item shows how many times it was taken and, under s, the
seconds it was held — integrated from the position/inventory streams, not from KTX, which
writes no weapon hold time at all and whose armor clock keeps counting after the armor is
chewed to zero. A possession cell's tooltip carries its share of time alive and
the run count; the alive-time complement — time spent wearing no armor at all — is not a
column here but is reported as hold.armor.none in the result JSON and the API.
Mega health has no possession column: it is consumed on pickup.
Per Team
Team
RA
YA
GA
MH
Quad
Pent
Ring
RL
LG
took
s
took
s
took
s
took
s
took
s
took
s
took
s
drop
xfer
took
s
drop
xfer
Per Player
Player
RA
YA
GA
MH
Quad
Pent
Ring
RL
LG
took
s
took
s
took
s
took
s
took
s
took
s
took
s
drop
xfer
took
s
drop
xfer
Kills by Weapon
Load or search a demo to begin.
Score Timeline
+200-20
Team A leading ↑Team B leading ↓
Per-player frags / deaths (efficiency)
Powerups
Team ATeam B
Weapons
404
Team A ↑Team B ↓ RL LG RL+LG RL drop LG drop
Per-player weapons
Team Health/Armor
8000800
Team A ↑Team B ↓ Health RA YA GA
Per-player health/armor
Region Control
Team A ctrl ContestedTeam B ctrl
Load or search a demo to begin.
Kills
Team A Chat
Team B Chat
Load or search a demo to begin.
No location data available for this map.
Player positions will still be shown.
Players
Map entities
Static map layout. Arrows link teleport entrance → exit.
Items
Region Status
Trails:PlayersFollow:
Class
Type
Name
Loc
Destination
Load or search a demo to begin.
Region Control
More info
Group locs into named regions. Rows = regions, columns = control
states (the team color underlines which columns are which).
Cell color is normalised per region (brightest = that
region's dominant control state, Empty excluded), so compare colors
across a row — not down a column. The printed % is the absolute
match fraction; players count only while alive, so a region
whose occupants keep dying reads more Empty. Click a column header to
sort; hover for details.
lessmore
Loc Analysis Metric
Applies to the loc graph and heatmap below.
Loc Graph
No loc graph available for this demo.
Normal edge Teleport edgeNode size = occupancy · Edge width = transitions · both for the selected metricDrag nodes · scroll to zoom · click for details
Loc Heatmap
More info
Rows = locs, for the metric selected above. The first columns
are the teams (all members combined), then one column per
player grouped by team. Each cell shows the share of that
column's alive time spent in the loc (time while dead is
excluded), normalised to its own busiest
loc; cell intensity uses the viridis scale and the team color
underlines each header. Click a column header to sort; hover a
cell for exact time.
lessmore
No loc data available for this demo.
Load or search a demo to begin.
Powerup Runs
Time
Powerup
Player
Team
Frags
Duration
View
No powerup pickups detected in this demo.
No powerup runs match the filter.
Longest Frag Streaks
Start
Player
Team
Frags
Main Weapon
Duration
View
No frag streaks detected in this demo.
Top Damage Windows (10 s)
Start
Player
Team
Dmg
Frags
View
No damage windows in this demo (needs a damage stream).
Top RL Kills
Time
Kill
Dmg
Hits
Span
Victim wep
Return
View
No RL kill bursts (needs a damage log and measurable liveness).
Demo Markers
Time
Player
Team
Note
Watch
No demo markers in this demo.
Top LG Kills
Time
Kill
Dmg
Hits
Span
Victim wep
Return
View
No LG kill bursts (needs a damage log and measurable liveness).
Direct Rocket Air Hits
Height
Above shooter
Attacker
Victim
Loc
Lethal
Time
View
No direct rocket air hits detected (needs a map BSP for height data).
Load or search a demo to begin.
RL / LG Backpack Drops
Time
Dropper
Drop Team
Weapon
Drop
Status
Picker
Pick Team
Kills
Run
No RL / LG backpack drops detected in this demo.
Load or search a demo to begin.
Weapon Pickups
Per Team
Per Player
Item Pickups
Per Team
Per Player
No tracked pickups in this demo.
Load or search a demo to begin.
No aim data in this demo.
Victims:
Accuracy & effectiveness
More info
One table per weapon; rows are players (team-coloured, click a
column to sort). SG/SSG show pellets hit / fired
and how many fires landed all pellets (full), some (partial) or
none (miss); RL/GL show direct vs splash vs
missed; LG splits its misses into miss (an aim
error — no enemy on the beam's line), blocked (the beam would
have hit an enemy in range but an object stopped it short) and
far (the enemy was on the beam's line but beyond its ~600u
reach). Every count also has
a share-of-fires % column — the counts scale
with how much a player fired, so the percentages are what
compare across players. Pellet and direct figures match the
server's authoritative stats. The Victims
filter above slices every hit figure by who the shots hit:
Enemy (opponents only), Team
(teammates, excluding the shooter), Self
(RL/GL self-splash — rocket jumps) or All
(everything; the view that matches the server's stats). A
fire that hit both an enemy and a teammate counts in both.
Crosshair placement — selected player
Player:
More info
Where the enemy sat relative to the crosshair at each fire,
in Quake units at the target's range — both
axes share the same scale, and the solid box is
the player's collision box, true to shape (32 wide × 56
tall); the dashed box is its corner-on silhouette
(viewed diagonally the axis-aligned box reads ~1.4× wider).
The image is the smoothed
density of shots (colorbar = shots per bin); a tight
bright spot at the center is good placement. Hover for exact
shot/hit counts. Below each image: yaw and pitch histograms
of the same fires (shaded band = within the hull edge, rule
= dead center; the outermost bins also collect shots beyond
the plotted range). LG adds a ramp histogram: hit % by time
since the shaft opened, hover for the counts. The Victims
filter applies here too: Team shows only confirmed teammate
hits (misses always attribute to enemies, so they only
appear in Enemy/All), and Self shows nothing — hitscan
cannot self-hit.
LG
No LG fired by this player.
SG — pellets scatter, so the cloud is wider than the aim