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	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=671</id>
		<title>Being a Zombie</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=671"/>
		<updated>2020-01-14T01:52:43Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: /* Starting Zombies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Objective===&lt;br /&gt;
Zombies win the round by killing all humans. When a human dies, they become a zombie. Zombies lose the round if any humans escape.&lt;br /&gt;
&lt;br /&gt;
==Starting Zombies==&lt;br /&gt;
The humans furthest from a sigil, or closest to a zombie spawn if no sigils are present, will become zombies. The percentage of humans that become zombies varies by map, but the amount is usually around 11%. On maps with bots, you can expect a lot of those slots to already be taken by bots which always volunteer to be a zombie.&lt;br /&gt;
&lt;br /&gt;
==Redeeming==&lt;br /&gt;
Once a player has become a zombie, they can only become a human again through redeeming. If a zombie kills enough humans, they will redeem and become a human themselves. A zombie will need 3 kills to redeem on waves 1-2 and 4 kills on waves 4-5. &amp;lt;br&amp;gt; Zombies cannot redeem while playing as a boss zombie. Kills acquired as a boss zombie will count towards the quota, but another kill as a non-boss zombie is needed to redeem. &amp;lt;br&amp;gt;Zombies cannot redeem on wave 6, or when disabled by an objective map.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Press F3 to bring up the class selection menu. Zombie classes are divided into three types: destruction, support, and assault. &amp;lt;br&amp;gt; Destruction-type zombies specialize in destroying barricades. Support-type zombies specialize in strengthening other zombies or weakening humans via repeated projectile attacks, and Assault-type zombies specialize in killing humans, usually those not inside a barricade.&lt;br /&gt;
&lt;br /&gt;
==Bosses and Demibosses==&lt;br /&gt;
A boss zombie will spawn 5 seconds before the start of wave 2 and onward. Boss zombies have a high health pool, ranging anywhere from 2000-6000 HP, and various abilities exclusive to them. &amp;lt;br&amp;gt; Demiboss zombies are in between normal zombies and boss zombies. They unlock on wave 2. Most demiboss zombies are weaker versions of boss zombies. They have a moderate health pool, ranging anywhere from 1000-3000 HP. &lt;br /&gt;
&lt;br /&gt;
==Obtaining Boss and Demiboss==&lt;br /&gt;
Zombies which perform well are awarded with boss or demiboss. &amp;lt;br&amp;gt; 100% of human damage and 25% of barricade damage are used in determining who will be the next boss zombie. Zombies that have already played as a boss are less likely to be selected again as they require additional damage in order to outrank their competitors. &amp;lt;br&amp;gt; Demiboss is obtained by damaging barricades, humans, and sigils. When any of these entities are damaged, a demiboss meter will begin to fill up. Once this meter is full, a zombie can press F2 to become a demiboss. This will instantly kill the zombie, unless they happen to be a boss, and set their next spawn to whichever demiboss class they have selected. Pressing F2 again before the zombie respawns will stop them from spawning as a demiboss and retain their demiboss progress. The demiboss meter will fill up at faster or slower rates depending on whether zombies are currently losing or winning, respectively. &lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
Nests are zombie spawnpoints that have been built by the zombie team. Zombies will automatically attempt to spawn at the nest closest to humans, but zombies can manually spawn at any nest by holding ALT and clicking on a name. Zombies can &amp;quot;lock&amp;quot; their spawn to a specific nest by holding ALT and clicking the lock icon next to a nest name.  The flesh creeper/weaver, a normal zombie, can construct nests by holding RMB at any spot on the map. Bonemesh, a boss zombie, can throw nests on the ground by pressing RELOAD. Nests can be destroyed by pressing LMB on them as a flesh creeper/weaver. Humans can also destroy nests. Nests cannot be placed too close to humans or uncorrupted sigils and require enough space to spawn a zombie. &lt;br /&gt;
=====Brood Nests=====&lt;br /&gt;
Brood nests are a type of nest created by the Brood Queen. Unlike regular nests, brood nests may be placed on walls and ceilings. The only zombie which may spawn from a brood nest is a Broodling. A broodling is a small headcrab that does not collide with humans. Zombies will not spawn at brood nests by default, they must be manually spawned at by using the ALT menu.&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=670</id>
		<title>Being a Zombie</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=670"/>
		<updated>2020-01-14T01:51:15Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: /* Redeeming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Objective===&lt;br /&gt;
Zombies win the round by killing all humans. When a human dies, they become a zombie. Zombies lose the round if any humans escape.&lt;br /&gt;
&lt;br /&gt;
==Starting Zombies==&lt;br /&gt;
The humans furthest from a sigil, or closest to a zombie spawn if no sigils are present, will become zombies. The percentage of humans that become zombies varies by map, but is usually between 6-12%.&lt;br /&gt;
&lt;br /&gt;
==Redeeming==&lt;br /&gt;
Once a player has become a zombie, they can only become a human again through redeeming. If a zombie kills enough humans, they will redeem and become a human themselves. A zombie will need 3 kills to redeem on waves 1-2 and 4 kills on waves 4-5. &amp;lt;br&amp;gt; Zombies cannot redeem while playing as a boss zombie. Kills acquired as a boss zombie will count towards the quota, but another kill as a non-boss zombie is needed to redeem. &amp;lt;br&amp;gt;Zombies cannot redeem on wave 6, or when disabled by an objective map.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Press F3 to bring up the class selection menu. Zombie classes are divided into three types: destruction, support, and assault. &amp;lt;br&amp;gt; Destruction-type zombies specialize in destroying barricades. Support-type zombies specialize in strengthening other zombies or weakening humans via repeated projectile attacks, and Assault-type zombies specialize in killing humans, usually those not inside a barricade.&lt;br /&gt;
&lt;br /&gt;
==Bosses and Demibosses==&lt;br /&gt;
A boss zombie will spawn 5 seconds before the start of wave 2 and onward. Boss zombies have a high health pool, ranging anywhere from 2000-6000 HP, and various abilities exclusive to them. &amp;lt;br&amp;gt; Demiboss zombies are in between normal zombies and boss zombies. They unlock on wave 2. Most demiboss zombies are weaker versions of boss zombies. They have a moderate health pool, ranging anywhere from 1000-3000 HP. &lt;br /&gt;
&lt;br /&gt;
==Obtaining Boss and Demiboss==&lt;br /&gt;
Zombies which perform well are awarded with boss or demiboss. &amp;lt;br&amp;gt; 100% of human damage and 25% of barricade damage are used in determining who will be the next boss zombie. Zombies that have already played as a boss are less likely to be selected again as they require additional damage in order to outrank their competitors. &amp;lt;br&amp;gt; Demiboss is obtained by damaging barricades, humans, and sigils. When any of these entities are damaged, a demiboss meter will begin to fill up. Once this meter is full, a zombie can press F2 to become a demiboss. This will instantly kill the zombie, unless they happen to be a boss, and set their next spawn to whichever demiboss class they have selected. Pressing F2 again before the zombie respawns will stop them from spawning as a demiboss and retain their demiboss progress. The demiboss meter will fill up at faster or slower rates depending on whether zombies are currently losing or winning, respectively. &lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
Nests are zombie spawnpoints that have been built by the zombie team. Zombies will automatically attempt to spawn at the nest closest to humans, but zombies can manually spawn at any nest by holding ALT and clicking on a name. Zombies can &amp;quot;lock&amp;quot; their spawn to a specific nest by holding ALT and clicking the lock icon next to a nest name.  The flesh creeper/weaver, a normal zombie, can construct nests by holding RMB at any spot on the map. Bonemesh, a boss zombie, can throw nests on the ground by pressing RELOAD. Nests can be destroyed by pressing LMB on them as a flesh creeper/weaver. Humans can also destroy nests. Nests cannot be placed too close to humans or uncorrupted sigils and require enough space to spawn a zombie. &lt;br /&gt;
=====Brood Nests=====&lt;br /&gt;
Brood nests are a type of nest created by the Brood Queen. Unlike regular nests, brood nests may be placed on walls and ceilings. The only zombie which may spawn from a brood nest is a Broodling. A broodling is a small headcrab that does not collide with humans. Zombies will not spawn at brood nests by default, they must be manually spawned at by using the ALT menu.&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=669</id>
		<title>Being a Zombie</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=669"/>
		<updated>2020-01-14T01:50:28Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Objective===&lt;br /&gt;
Zombies win the round by killing all humans. When a human dies, they become a zombie. Zombies lose the round if any humans escape.&lt;br /&gt;
&lt;br /&gt;
==Starting Zombies==&lt;br /&gt;
The humans furthest from a sigil, or closest to a zombie spawn if no sigils are present, will become zombies. The percentage of humans that become zombies varies by map, but is usually between 6-12%.&lt;br /&gt;
&lt;br /&gt;
==Redeeming==&lt;br /&gt;
Once a player has become a zombie, they can only become a human again through redeeming. If a zombie kills enough humans, they will redeem and become a human themselves. A zombie will need 3 kills to redeem on waves 1-2 and 4 kills on waves 4-5. &amp;lt;br&amp;gt; Zombies cannot redeem while playing as a boss zombie. Kills acquired as a boss zombie will count towards the quota, but another kill as a non-boss zombie is needed to redeem. &amp;lt;br&amp;gt;Zombies cannot redeem on wave 6.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Press F3 to bring up the class selection menu. Zombie classes are divided into three types: destruction, support, and assault. &amp;lt;br&amp;gt; Destruction-type zombies specialize in destroying barricades. Support-type zombies specialize in strengthening other zombies or weakening humans via repeated projectile attacks, and Assault-type zombies specialize in killing humans, usually those not inside a barricade.&lt;br /&gt;
&lt;br /&gt;
==Bosses and Demibosses==&lt;br /&gt;
A boss zombie will spawn 5 seconds before the start of wave 2 and onward. Boss zombies have a high health pool, ranging anywhere from 2000-6000 HP, and various abilities exclusive to them. &amp;lt;br&amp;gt; Demiboss zombies are in between normal zombies and boss zombies. They unlock on wave 2. Most demiboss zombies are weaker versions of boss zombies. They have a moderate health pool, ranging anywhere from 1000-3000 HP. &lt;br /&gt;
&lt;br /&gt;
==Obtaining Boss and Demiboss==&lt;br /&gt;
Zombies which perform well are awarded with boss or demiboss. &amp;lt;br&amp;gt; 100% of human damage and 25% of barricade damage are used in determining who will be the next boss zombie. Zombies that have already played as a boss are less likely to be selected again as they require additional damage in order to outrank their competitors. &amp;lt;br&amp;gt; Demiboss is obtained by damaging barricades, humans, and sigils. When any of these entities are damaged, a demiboss meter will begin to fill up. Once this meter is full, a zombie can press F2 to become a demiboss. This will instantly kill the zombie, unless they happen to be a boss, and set their next spawn to whichever demiboss class they have selected. Pressing F2 again before the zombie respawns will stop them from spawning as a demiboss and retain their demiboss progress. The demiboss meter will fill up at faster or slower rates depending on whether zombies are currently losing or winning, respectively. &lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
Nests are zombie spawnpoints that have been built by the zombie team. Zombies will automatically attempt to spawn at the nest closest to humans, but zombies can manually spawn at any nest by holding ALT and clicking on a name. Zombies can &amp;quot;lock&amp;quot; their spawn to a specific nest by holding ALT and clicking the lock icon next to a nest name.  The flesh creeper/weaver, a normal zombie, can construct nests by holding RMB at any spot on the map. Bonemesh, a boss zombie, can throw nests on the ground by pressing RELOAD. Nests can be destroyed by pressing LMB on them as a flesh creeper/weaver. Humans can also destroy nests. Nests cannot be placed too close to humans or uncorrupted sigils and require enough space to spawn a zombie. &lt;br /&gt;
=====Brood Nests=====&lt;br /&gt;
Brood nests are a type of nest created by the Brood Queen. Unlike regular nests, brood nests may be placed on walls and ceilings. The only zombie which may spawn from a brood nest is a Broodling. A broodling is a small headcrab that does not collide with humans. Zombies will not spawn at brood nests by default, they must be manually spawned at by using the ALT menu.&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=659</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=659"/>
		<updated>2019-11-07T18:51:32Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
Archived: http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is an essential aspect of the survival for the human team. A well-constructed barricade protects humans from zombie attacks while allowing the humans to attack zombies. As the zombie count increases and as stronger classes begin to unlock, the chances of survival without a barricade are close to zero.&lt;br /&gt;
&lt;br /&gt;
There is an incredible amount of variety and diversity when it comes to barricades:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival there are over 700 maps available.&lt;br /&gt;
*In each map there are multiple spots for barricades, each with their own advantages and disadvantages.&lt;br /&gt;
*The number of props on the maps that you can use for barricading ranges from a few dozen to a few hundred.&lt;br /&gt;
*The total number of props in the game is about 3000, not including custom props.&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” for a barricade. On some maps with a large number of props, you can build a thousand different barricades, changing props as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
This is not a disadvantage of this gamemode. Instead, this is one of its main advantages. You have virtually no limitations in terms of complexity and design, and the structure of a barricade is up to you. However, there are still basic principles and rules that distinguish a bad, useless barricade from a good one.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Skycade&lt;br /&gt;
: A kind of cade involving using props nailed to eachother to get to a location, usually out of reach of humans without special trinkets/weapons, or in the sky.&lt;br /&gt;
;Bulletcade&lt;br /&gt;
: Not exactly a cade, but a bulletcade is a type of barricade involving high human DPS to keep zombies from getting to a location. Commonly seen in hallways or other locations where cading won't be viable, usually on objective maps&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. Up to 4 nails can be in any prop before said prop no longer gets bonuses from having extra nails.&lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity, be it a human, zombie, nest, brush, deployable, prop, etc.&lt;br /&gt;
;Deployable&lt;br /&gt;
: Deployables are items that can be placed in the world. Deployables can be rotated with Secondary Fire/Reload before they are placed. Deployables have HP, and they will be destroyed if they take enough damage from zombies. They can also be repaired using a mechanic's wrench. Humans will not collide with deployables, but zombies will. Props may also be nailed to deployables.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
**The size of a prop does not determine whether a prop is considered &amp;quot;small&amp;quot; or &amp;quot;large&amp;quot;. Harpoons, for instance, are small in size but have a lot of HP and a slow carrying speed.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
;Handy I-V&lt;br /&gt;
: +Increases repair rate.&lt;br /&gt;
;Hammer Discipline&lt;br /&gt;
: +20% faster swing speed with a hammer.&lt;br /&gt;
;Prying Hammer&lt;br /&gt;
: +Press reload on doors to deal significant damage too them&lt;br /&gt;
;Precision Repairs&lt;br /&gt;
: +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
: -15% slower swing speed with a hammer.&lt;br /&gt;
;Scheduling &lt;br /&gt;
: +Props not nailed this wave repair faster.&lt;br /&gt;
: -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that as a beginner, it is extremely hard to cope with all the variety. People make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay. It is best to learn from the barricades of players that are more experienced, try to copy them in single-player, and then build them on the server. For examples of what you should do, consult the below section's imgur link.''&lt;br /&gt;
&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Imgur Album ==&lt;br /&gt;
This album contains pictures of good cades you should try to imitate, from many different servers. &lt;br /&gt;
https://imgur.com/a/h57NZGV&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=658</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=658"/>
		<updated>2019-11-07T18:48:29Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: /* Barricading Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
Archived: http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is an essential aspect of the survival for the human team. A well-constructed barricade protects humans from zombie attacks while allowing the humans to attack zombies. As the zombie count increases and as stronger classes begin to unlock, the chances of survival without a barricade are close to zero.&lt;br /&gt;
&lt;br /&gt;
There is an incredible amount of variety and diversity when it comes to barricades:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival there are over 700 maps available.&lt;br /&gt;
*In each map there are multiple spots for barricades, each with their own advantages and disadvantages.&lt;br /&gt;
*The number of props on the maps that you can use for barricading ranges from a few dozen to a few hundred.&lt;br /&gt;
*The total number of props in the game is about 3000, not including custom props.&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” for a barricade. On some maps with a large number of props, you can build a thousand different barricades, changing props as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
This is not a disadvantage of this gamemode. Instead, this is one of its main advantages. You have virtually no limitations in terms of complexity and design, and the structure of a barricade is up to you. However, there are still basic principles and rules that distinguish a bad, useless barricade from a good one.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. Up to 4 nails can be in any prop before said prop no longer gets bonuses from having extra nails.&lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity, be it a human, zombie, nest, brush, deployable, prop, etc.&lt;br /&gt;
;Deployable&lt;br /&gt;
: Deployables are items that can be placed in the world. Deployables can be rotated RMB before they are placed. Deployables have HP, and they will be destroyed if they take enough damage from zombies. They can also be repaired using a mechanic's wrench. Humans will not collide with deployables, but zombies will. Props may also be nailed to deployables.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
**The size of a prop does not determine whether a prop is considered &amp;quot;small&amp;quot; or &amp;quot;large&amp;quot;. Harpoons, for instance, are small in size but have a lot of HP and a slow carrying speed.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
;Handy I-V&lt;br /&gt;
: +Increases repair rate.&lt;br /&gt;
;Hammer Discipline&lt;br /&gt;
: +20% faster swing speed with a hammer.&lt;br /&gt;
;Prying Hammer&lt;br /&gt;
: +Press reload on doors to deal significant damage too them&lt;br /&gt;
;Precision Repairs&lt;br /&gt;
: +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
: -15% slower swing speed with a hammer.&lt;br /&gt;
;Scheduling &lt;br /&gt;
: +Props not nailed this wave repair faster.&lt;br /&gt;
: -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that as a beginner, it is extremely hard to cope with all the variety. People make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay. It is best to learn from the barricades of players that are more experienced, try to copy them in single-player, and then build them on the server. For examples of what you should do, consult the below section's imgur link.''&lt;br /&gt;
&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Imgur Album ==&lt;br /&gt;
This album contains pictures of good cades you should try to imitate, from many different servers. &lt;br /&gt;
https://imgur.com/a/h57NZGV&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=653</id>
		<title>Being a Zombie</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=653"/>
		<updated>2019-10-23T12:37:17Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;since the other editors are lazy ass-fuckers (including me) have this short guide&lt;br /&gt;
&lt;br /&gt;
-you become a zombie if you join late enough/die/get picked roundstart if there aren't enough volunteers/bots&lt;br /&gt;
&lt;br /&gt;
-get 4 kills to redeem, in the earlier parts of a round, you only need 3 kills to redeem&lt;br /&gt;
&lt;br /&gt;
-type !afk to let an arguably retarded bot take control of you&lt;br /&gt;
&lt;br /&gt;
-f3 to change zombie class, demiboss class, and what boss you'll be (if you get picked to be a boss)&lt;br /&gt;
&lt;br /&gt;
-as you contribute to your team, your demiboss meter fills up, press f2 once it's filled up to spawn as your selected demiboss&lt;br /&gt;
&lt;br /&gt;
-when there's a few seconds left in a wave intermission, a player spawns as their selected boss&lt;br /&gt;
&lt;br /&gt;
-pretty much all zombie classes can attack with lmb&lt;br /&gt;
&lt;br /&gt;
-you can hold down lmb to keep attacking&lt;br /&gt;
&lt;br /&gt;
-attack cades, deployables, and humans to make them losed&lt;br /&gt;
&lt;br /&gt;
-zombies can't get that glorious WONNED screen, only humans can, zombies can only make everyone else see the LOSED screen&lt;br /&gt;
&lt;br /&gt;
-don't shitnest as flesh creeper kthx&lt;br /&gt;
&lt;br /&gt;
-just because you could, doesn't mean you should, especially regarding nests and zspawns&lt;br /&gt;
&lt;br /&gt;
-hold walk for the respawn location menu, for if you want to spawn at specific nests or lock spawns to automatically spawn at one location once the respawn timer is finished&lt;br /&gt;
&lt;br /&gt;
-destruction zombies are op against cades due to their high hp and damage, and ok speed&lt;br /&gt;
&lt;br /&gt;
-assault zombies are fast and a good counter to runners/exposed humans&lt;br /&gt;
&lt;br /&gt;
-support zombies are mainly just poison/other debuff chuckers, or utility zombies&lt;br /&gt;
&lt;br /&gt;
-headcrabs have tiny hitboxes and can leap through plenty of holes, a nice counter to cades which have gaps headcrabs can enter&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=652</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=652"/>
		<updated>2019-10-21T23:24:12Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs. Some edits done by Masked Grinch with a Gun (aka Birdspacito).&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
Archived version, for people who angered the forum admemes and can't even view threads due to not being able to access any page besides the banned page: http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is an essential aspect of the survival for the human team. A well-constructed barricade protects humans from zombie attacks while allowing the humans to attack zombies. As stronger classes unlock with each wave, in addition to the zombie count increasing from late joiners and human deaths, the chances of survival without a barricade are close to zero.&lt;br /&gt;
&lt;br /&gt;
There is an incredible amount of variety and diversity when it comes to barricades:&lt;br /&gt;
&lt;br /&gt;
*On the main Zombie Survival server, there are over 700 different maps available. This doesn't include the countless amounts of maps which aren't on said server.&lt;br /&gt;
*In each map there are usually multiple spots for barricades, each with their own (dis)advantages.&lt;br /&gt;
*The number of props on the maps that you can use for barricading ranges from a few dozen to a few hundred&lt;br /&gt;
*The total number of props in the game is about 3000, not including custom props.&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” for a barricade. On some maps with a large number of props, you can build a thousand different barricades, changing combinations and number of props as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
This is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages. You have virtually no limitations in terms of complexity and design, and the structure of a barricade is up to you. However, there are still basic principles and rules that distinguish a bad, useless barricade from a good one.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. Up to 4 nails can be in any prop before said prop no longer gets bonuses from having extra nails.&lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity, be it a human, zombie, nest, brush, deployable, prop, etc.&lt;br /&gt;
;Deployable&lt;br /&gt;
: A swep that can be deployed, rotatable with RMB/reload before deploying. Can be destroyed after taking enough punishment, and gets repaired with a Mechanic's Wrench instead of a Carpenter's Hammer. They tend to mess with prop moving, so avoid using them as part of a cade unless the human team is that desperate to buy time. They can also have props nailed into them, which is okay in extreme desperation, but otherwise isn't convenient.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
**The size of a prop does not determine whether a prop is considered &amp;quot;small&amp;quot; or &amp;quot;large&amp;quot;. Harpoons, for instance, are small in size but have a lot of HP and a slow carrying speed.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
;Handy I-V&lt;br /&gt;
: +Increases repair rate.&lt;br /&gt;
;Hammer Discipline&lt;br /&gt;
: +20% faster swing speed with a hammer.&lt;br /&gt;
;Prying Hammer&lt;br /&gt;
: +Press reload on doors to deal significant damage too them&lt;br /&gt;
;Precision Repairs&lt;br /&gt;
: +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
: -15% slower swing speed with a hammer.&lt;br /&gt;
;Scheduling &lt;br /&gt;
: +Props not nailed this wave repair faster.&lt;br /&gt;
: -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that as a beginner, it is extremely hard to cope with all the variety. People make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay. It is best to learn from the barricades of players that are more experienced,nrepeat them in single-player, and then build them on the server.''&lt;br /&gt;
&lt;br /&gt;
please write something meaningful here -MGWAG&lt;br /&gt;
&lt;br /&gt;
== Imgur Album ==&lt;br /&gt;
Taken from the original forum thread, this album contains pictures of good cades you should try to imitate, from many different servers. &lt;br /&gt;
https://imgur.com/a/h57NZGV&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=628</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=628"/>
		<updated>2019-08-27T16:48:52Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since I'm too lazy to port the barricading guide on the Sunrust forums, I'll just put an archive.is link to it here until someone finally puts in the effort to make a decent one on this page.&lt;br /&gt;
&lt;br /&gt;
http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
Also, here's a link to an album of good cade pictures from various servers: https://archive.is/o/hUJNg/https://imgur.com/a/h57NZGV&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Gag/Joke&amp;diff=622</id>
		<title>Gag/Joke</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Gag/Joke&amp;diff=622"/>
		<updated>2019-05-30T01:35:06Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: Created page with &amp;quot;Gag/Joke maps are almost always maps created with the sole purpose of providing interesting distractions from the more serious maps out there, and there are some non-ZS exampl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gag/Joke maps are almost always maps created with the sole purpose of providing interesting distractions from the more serious maps out there, and there are some non-ZS examples out there.&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Damage_Per_Second&amp;diff=621</id>
		<title>Damage Per Second</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Damage_Per_Second&amp;diff=621"/>
		<updated>2019-05-30T01:33:09Z</updated>

		<summary type="html">&lt;p&gt;Birdspacito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage Per Second, or DPS for short, is the term used in gaming to calculate how much damage any given thing does on average within a second.&lt;/div&gt;</summary>
		<author><name>Birdspacito</name></author>
	</entry>
</feed>