text: consecutive kills: when a player kills a combatant within 5 seconds after a previous kill, a consecutive kill occurs. The timer starts ticking anew, allowing a third kill, a fourth kill etc. Alternatively, killing several enemies with a mega weapon (such as the Redeemer, which resembles a nuclear rocket) also counts as consecutive kill. The titles of these kills are: Double Kill (2), Multi kill (3), Ultra kill (4), Megakill (5), MONSTERKILL (6; 5 in the original Unreal Tournament). For comparison, id Software's "Quake III Arena" tracks double kills, but a third kill soon after results in another double kill award.
  Quake III Arena
  This game's approach to combat achievements tracking is different from Unreal Tournament. In deathmatch, the player might be rewarded with awards for the following tricks:
  "perfect!" – winning a round of deathmatch without getting killed
  "impressive!" – hitting with two consecutive shots or hitting two enemies with one shot from the railgun (a powerful, long-range hitscan weapon with a slow rate of fire)
  "humiliation!" – killing an opponent with the melee razor-like gauntlet (the killed player hears the announcement too, but the fact of being humiliated is not tracked for him).
  "accuracy" – having over 50% of hits-to-shots ratio.
  Last Man Standing
  The Last Man Standing (LMS) version of deathmatch is fundamentally different from deathmatch. In deathmatch, it does not matter how many times the player dies, only how many times the player kills. In LMS, it is the exact opposite — the important task is "not to die". Because of this, two activities that are not specifically addressed in deathmatch have to be controlled in LMS.