<?xml version="1.0"?>
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	<id>http://blockingrequirementslab.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jdarchon</id>
	<title>Blocking Requirements Lab - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://blockingrequirementslab.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jdarchon"/>
	<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php/Special:Contributions/Jdarchon"/>
	<updated>2026-04-16T21:21:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.4</generator>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=D%27_Peice_Sir&amp;diff=139</id>
		<title>D' Peice Sir</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=D%27_Peice_Sir&amp;diff=139"/>
		<updated>2017-01-23T04:35:33Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player}}&lt;br /&gt;
{{Habitat}}&lt;br /&gt;
This player has been spotted in [[Hyzoran's Shitstorm]] Server as well as other cooperative servers.&lt;br /&gt;
{{Intelligence}}&lt;br /&gt;
[[File:Dpeicesir1.jpg|thumb||right|1|D' Peice Sir fails to rationally communicate.]]This player has the Unreal obsession of staying in a map for long periods of time without point.&lt;br /&gt;
&lt;br /&gt;
This player will send messages in complete sentences. They show a degree of intelligence in that they can recognize insults and formulate semi-complex thoughts, such as &amp;quot;what is the point of this map?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This player, unfortunately, insulted the Blocking Requirements Lab clan map. This puts them on the lowest rung of the Unreal intellectual ladder.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=D%27_Peice_Sir&amp;diff=138</id>
		<title>D' Peice Sir</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=D%27_Peice_Sir&amp;diff=138"/>
		<updated>2017-01-23T04:34:08Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player}}&lt;br /&gt;
{{Habitat}}&lt;br /&gt;
This player has been spotted in Hyzoran's Shitstorm Server as well as other cooperative servers.&lt;br /&gt;
{{Intelligence}}&lt;br /&gt;
[[File:Dpeicesir1.jpg|thumb||right|1|D' Peice Sir fails to rationally communicate.]]This player has the Unreal obsession of staying in a map for long periods of time without point.&lt;br /&gt;
&lt;br /&gt;
This player will send messages in complete sentences. They show a degree of intelligence in that they can recognize insults and formulate semi-complex thoughts, such as &amp;quot;what is the point of this map?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This player, unfortunately, insulted the Blocking Requirements Lab clan map. This puts them on the lowest rung of the Unreal intellectual ladder.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=File:Dpeicesir1.jpg&amp;diff=137</id>
		<title>File:Dpeicesir1.jpg</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=File:Dpeicesir1.jpg&amp;diff=137"/>
		<updated>2017-01-23T04:31:44Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=D%27_Peice_Sir&amp;diff=136</id>
		<title>D' Peice Sir</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=D%27_Peice_Sir&amp;diff=136"/>
		<updated>2017-01-23T04:27:56Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;{{player}} {{Habitat}} This player has been spotted in Hyzoran's Shitstorm Server as well as other cooperative servers. {{Intelligence}} This player has the Unreal obsession o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player}}&lt;br /&gt;
{{Habitat}}&lt;br /&gt;
This player has been spotted in Hyzoran's Shitstorm Server as well as other cooperative servers.&lt;br /&gt;
{{Intelligence}}&lt;br /&gt;
This player has the Unreal obsession of staying in a map for long periods of time without point.&lt;br /&gt;
&lt;br /&gt;
This player will send messages in complete sentences. They show a degree of intelligence in that they can recognize insults and formulate semi-complex thoughts, such as &amp;quot;what is the point of this map?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This player, unfortunately, insulted the Blocking Requirements Lab clan map. This puts them on the lowest rung of the Unreal intellectual ladder.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Dig&amp;diff=135</id>
		<title>Dig</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Dig&amp;diff=135"/>
		<updated>2017-01-22T23:29:58Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: /* Lift After Arrow Buttons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{map}}&lt;br /&gt;
{{Active blocks}}&lt;br /&gt;
&lt;br /&gt;
== First Lift ==&lt;br /&gt;
[[File:first_lift1.jpg|thumb|right|upright=0.5|Alcove beneath first lift.]]The first lift that descends to the lights out w/ skaarj area can be blocked indefinitely. Immediately beneath the lift there is a small recession into the brick wall containing some ammo. It's big enough to let a player stand inside. Here, a player can throw a weapon (an automag is provided at the beginning of this map) and have its collision cylinder extend in the path of the lift, blocking it. The player must pick up the weapon and throw it again every few seconds to prevent it from disappearing. This could potentially be a permanent block if a naliseed is thrown instead of a weapon.&lt;br /&gt;
&lt;br /&gt;
{{Passive blocks}}&lt;br /&gt;
{{Permanent blocks}}&lt;br /&gt;
== Lift After Arrow Buttons ==&lt;br /&gt;
[[File:arrow_lift1.jpg|thumb|right|upright=0.5|Lift after arrow buttons.]]Above this lift are two wooden crates. Each of these contains a health pickup. If the player pushes these down onto the lift (note: raise the lift first so they don't break) and then breaks them halfway off the lift, it's possible to get the lift in a jammed state. The behavior of the health pickups is fairly unpredictable, but it has been proven that one can get the lift jammed above its bottom position. If jammed in such a manner it is impossible for players to board the lift.&lt;br /&gt;
&lt;br /&gt;
If a player had jumpboots it would be possible to time a jump (while damaged) to pick up the health when it's in the aforementioned state. It would be difficult but theoretically possible to unblock the mover like this. This has yet to be demonstrated. More importantly, jumpboots can be used to bypass this part of the level entirely, rendering the block ineffective.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Category:Map&amp;diff=134</id>
		<title>Category:Map</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Category:Map&amp;diff=134"/>
		<updated>2017-01-22T23:22:40Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:cybi.jpg|frameless||alignment=left|location=text-top|upright=2]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=File:Cybi.jpg&amp;diff=133</id>
		<title>File:Cybi.jpg</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=File:Cybi.jpg&amp;diff=133"/>
		<updated>2017-01-22T23:19:18Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Category:Map&amp;diff=132</id>
		<title>Category:Map</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Category:Map&amp;diff=132"/>
		<updated>2017-01-22T23:19:02Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ''Can You BLOCK It?'' ==&lt;br /&gt;
[[File:cybi.jpg|frameless||left]]&lt;br /&gt;
This is the list of maps and their associated blocking strategies.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=File:Arrow_lift1.jpg&amp;diff=131</id>
		<title>File:Arrow lift1.jpg</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=File:Arrow_lift1.jpg&amp;diff=131"/>
		<updated>2017-01-22T23:06:59Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Dig&amp;diff=130</id>
		<title>Dig</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Dig&amp;diff=130"/>
		<updated>2017-01-22T23:06:19Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{map}}&lt;br /&gt;
{{Active blocks}}&lt;br /&gt;
&lt;br /&gt;
== First Lift ==&lt;br /&gt;
[[File:first_lift1.jpg|thumb|right|upright=0.5|Alcove beneath first lift.]]The first lift that descends to the lights out w/ skaarj area can be blocked indefinitely. Immediately beneath the lift there is a small recession into the brick wall containing some ammo. It's big enough to let a player stand inside. Here, a player can throw a weapon (an automag is provided at the beginning of this map) and have its collision cylinder extend in the path of the lift, blocking it. The player must pick up the weapon and throw it again every few seconds to prevent it from disappearing. This could potentially be a permanent block if a naliseed is thrown instead of a weapon.&lt;br /&gt;
&lt;br /&gt;
{{Passive blocks}}&lt;br /&gt;
{{Permanent blocks}}&lt;br /&gt;
== Lift After Arrow Buttons ==&lt;br /&gt;
[[File:arrow_lift1.jpg|thumb|right|upright=0.5|Lift after arrow buttons.]]Above this lift are two wooden crates. Each of these contains a health pickup. If the player pushes these down onto the lift (note: raise the lift first so they don't break) and then breaks them halfway off the lift, it's possible to get the lift in a jammed state. The behavior of the health pickups is fairly unpredictable, but it has been proven that one can get the lift jammed above its bottom position. If jammed in such a manner it is impossible for players to board the lift.&lt;br /&gt;
&lt;br /&gt;
If a player had jumpboots it would be possible to time a jump (while damaged) to pick up the health when it's in the aforementioned state. It would be difficult but theoretically possible to unblock the mover like this. This has yet to be demonstrated.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=File:First_lift1.jpg&amp;diff=129</id>
		<title>File:First lift1.jpg</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=File:First_lift1.jpg&amp;diff=129"/>
		<updated>2017-01-22T22:52:08Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Dig&amp;diff=128</id>
		<title>Dig</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Dig&amp;diff=128"/>
		<updated>2017-01-22T22:51:51Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;{{map}} {{Active blocks}}  == First Lift == Alcove beneath first lift.The first lift that descends to the lights out w/ skaarj...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{map}}&lt;br /&gt;
{{Active blocks}}&lt;br /&gt;
&lt;br /&gt;
== First Lift ==&lt;br /&gt;
[[File:first_lift1.jpg|thumb|right|upright=0.5|Alcove beneath first lift.]]The first lift that descends to the lights out w/ skaarj area can be blocked indefinitely. Immediately beneath the lift there is a small recession into the brick wall containing some ammo. It's big enough to let a player stand inside. Here, a player can throw a weapon (an automag is provided at the beginning of this map) and have its collision cylinder extend in the path of the lift, blocking it. The player must pick up the weapon and throw it again every few seconds to prevent it from disappearing. This could potentially be a permanent block if a naliseed is thrown instead of a weapon.&lt;br /&gt;
&lt;br /&gt;
{{Passive blocks}}&lt;br /&gt;
{{Permanent blocks}}&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Template:Intelligence&amp;diff=127</id>
		<title>Template:Intelligence</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Template:Intelligence&amp;diff=127"/>
		<updated>2017-01-22T22:23:51Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;== Intelligence ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intelligence ==&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Template:Habitat&amp;diff=126</id>
		<title>Template:Habitat</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Template:Habitat&amp;diff=126"/>
		<updated>2017-01-22T22:23:20Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;== Habitat ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Habitat ==&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=File:Steadz1.jpg&amp;diff=125</id>
		<title>File:Steadz1.jpg</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=File:Steadz1.jpg&amp;diff=125"/>
		<updated>2017-01-22T22:22:21Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: A moron in its natural environment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A moron in its natural environment.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=SteadZ&amp;diff=124</id>
		<title>SteadZ</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=SteadZ&amp;diff=124"/>
		<updated>2017-01-22T22:21:47Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;{{player}} {{habitat}} SteadZ contemplating the meaning of grilled cheese sandwiches.This player has been spotted in Zombie's Dead...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player}}&lt;br /&gt;
{{habitat}}&lt;br /&gt;
[[File:steadz1.jpg|thumb|right|upright=1|SteadZ contemplating the meaning of grilled cheese sandwiches.]]This player has been spotted in [[Zombie's Deadzone]] and other cooperative servers.&lt;br /&gt;
{{intelligence}}&lt;br /&gt;
This player has shown the ability to communicate via chat. This player does form complete sentences to elucidate thoughts when communicating. Appears to speak French. Has called other players stupid for not ending maps.&lt;br /&gt;
&lt;br /&gt;
Player is aware of ending maps and seeks to end them. Player has shown rudimentary logic in being able to unblock simply blocked maps. Was aware of picking up items at opportunistic times to unblock movers being encroached by them.&lt;br /&gt;
&lt;br /&gt;
Player exhibits standard Unreal obsession where they linger in a level pointlessly for large amounts of time (i.e. map is blocked, map is not ending).&lt;br /&gt;
&lt;br /&gt;
Player will react to being shot and will fire back. Player will respond when spoken to.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Category:Player&amp;diff=123</id>
		<title>Category:Player</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Category:Player&amp;diff=123"/>
		<updated>2017-01-22T22:15:03Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;This is the research hub containing files on individual players. Each page attempts to document their behavior, intelligence (or lack thereof) and response to stimuli.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the research hub containing files on individual players. Each page attempts to document their behavior, intelligence (or lack thereof) and response to stimuli.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=122</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=122"/>
		<updated>2017-01-22T22:14:19Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the [[Blocking Requirements Lab]] ==&lt;br /&gt;
[[File:Brl.jpg|thumb|right|upright=1.35|Professor Plutonium in Blocking Research Mode.]] The [[Blocking Requirements Lab]] engages in security and gameplay R&amp;amp;D regarding the classic FPS Unreal 1. Our mission is to discover, research and advance techniques (colloquially referred to as fuckovers) to block maps and uncover security holes within popular servers on the game to better serve the Unreal community. All information on this wiki is provided as-is for academic purposes -- the Blocking Requirements Lab takes no responsibility for its use in any way shape or form.&lt;br /&gt;
&lt;br /&gt;
== Research Categories ==&lt;br /&gt;
Research at the Blocking Requirements Lab takes on the form of several categories. Use the links below to explore:&lt;br /&gt;
*[[:category:Map]]&lt;br /&gt;
*[[:category:Script]]&lt;br /&gt;
*[[:category:Tactic]]&lt;br /&gt;
*[[:category:Player]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Template:Player&amp;diff=121</id>
		<title>Template:Player</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Template:Player&amp;diff=121"/>
		<updated>2017-01-22T22:14:04Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;{{featured page|File on {{PAGENAME}}}} Category:player&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured page|File on {{PAGENAME}}}}&lt;br /&gt;
[[Category:player]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Template:Theoretical&amp;diff=120</id>
		<title>Template:Theoretical</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Template:Theoretical&amp;diff=120"/>
		<updated>2017-01-22T22:06:59Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{smaller|'''''Note: The following is theoretical and untested.'''''}}&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=119</id>
		<title>Nyleve</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=119"/>
		<updated>2017-01-22T22:06:02Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{map}}&lt;br /&gt;
{{passive blocks}}&lt;br /&gt;
{{active blocks}}&lt;br /&gt;
{{permanent blocks}}&lt;br /&gt;
== Inventory Armor Lift Block ==&lt;br /&gt;
{{theoretical}}&lt;br /&gt;
&lt;br /&gt;
{{requires|[[Item Respawn]], [[No Brain]]}}&lt;br /&gt;
&lt;br /&gt;
[[File:armor_mover_block1.jpg|thumb|right|upright=0.5|Health pickup above armor lift, blocking it.]]The lift near the armor appears to be blockable. This theory has been tested to some degree on [[Zombie's Deadzone]]. There are nearby wooden boxes that drop health. These wooden boxes can be moved under the armor lift while it is up. When it comes down, it will break these boxes, making the health items spawn. These health pickups will block the mover from coming down completely and effectively jam the mover. This can be improved upon by picking up both of the health pickups as the lift is descending. If timed properly, the lift will reach the ground and the health pickups will respawn ''inside'' of the lift. The lift will then have an extremely difficult time raising again -- pressing the lift button will make the lift encroach the health pickups and do nothing. With enough inventory jammed inside of the lift it may be impossible for it to ever rise again.&lt;br /&gt;
&lt;br /&gt;
[[File:armor_mover_block2.jpg|thumb|right|upright=0.5|Health pickup lodged in lift. Blocking solutions-- delivered.]]Note, however, that with the health pickups players may damage themselves and attempt to pick them up (their collision cylinders extend slightly through the top of the lift when it's on the ground). With proper timing, players could cause the healths to despawn as the lift is attempting to ascend which would unblock the mover.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Template:Requires&amp;diff=118</id>
		<title>Template:Requires</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Template:Requires&amp;diff=118"/>
		<updated>2017-01-22T22:04:54Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{smaller|''Requires {{{1}}}''}}&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=117</id>
		<title>Nyleve</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=117"/>
		<updated>2017-01-22T22:03:45Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{map}}&lt;br /&gt;
{{passive blocks}}&lt;br /&gt;
{{active blocks}}&lt;br /&gt;
{{permanent blocks}}&lt;br /&gt;
== Inventory Armor Lift Block ==&lt;br /&gt;
{{theoretical}}&lt;br /&gt;
&lt;br /&gt;
{{requires|[[Item Respawn]]}}&lt;br /&gt;
&lt;br /&gt;
{{requires|[[No Brain]]}}&lt;br /&gt;
&lt;br /&gt;
[[File:armor_mover_block1.jpg|thumb|right|upright=0.5|Health pickup above armor lift, blocking it.]]The lift near the armor appears to be blockable. This theory has been tested to some degree on [[Zombie's Deadzone]]. There are nearby wooden boxes that drop health. These wooden boxes can be moved under the armor lift while it is up. When it comes down, it will break these boxes, making the health items spawn. These health pickups will block the mover from coming down completely and effectively jam the mover. This can be improved upon by picking up both of the health pickups as the lift is descending. If timed properly, the lift will reach the ground and the health pickups will respawn ''inside'' of the lift. The lift will then have an extremely difficult time raising again -- pressing the lift button will make the lift encroach the health pickups and do nothing. With enough inventory jammed inside of the lift it may be impossible for it to ever rise again.&lt;br /&gt;
&lt;br /&gt;
[[File:armor_mover_block2.jpg|thumb|right|upright=0.5|Health pickup lodged in lift. Blocking solutions-- delivered.]]Note, however, that with the health pickups players may damage themselves and attempt to pick them up (their collision cylinders extend slightly through the top of the lift when it's on the ground). With proper timing, players could cause the healths to despawn as the lift is attempting to ascend which would unblock the mover.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Template:Requires&amp;diff=116</id>
		<title>Template:Requires</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Template:Requires&amp;diff=116"/>
		<updated>2017-01-22T22:01:05Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;''Requires {{{1}}}''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Requires {{{1}}}''&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=115</id>
		<title>Nyleve</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=115"/>
		<updated>2017-01-22T21:56:04Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{map}}&lt;br /&gt;
{{passive blocks}}&lt;br /&gt;
{{active blocks}}&lt;br /&gt;
{{permanent blocks}}&lt;br /&gt;
== Inventory Armor Lift Block ==&lt;br /&gt;
{{theoretical}}&lt;br /&gt;
&lt;br /&gt;
[[File:armor_mover_block1.jpg|thumb|right|upright=1|Health pickup above armor lift, blocking it.]]The lift near the armor appears to be blockable. This theory has been tested to some degree on [[Zombie's Deadzone]]. There are nearby wooden boxes that drop health. These wooden boxes can be moved under the armor lift while it is up. When it comes down, it will break these boxes, making the health items spawn. These health pickups will block the mover from coming down completely and effectively jam the mover. This can be improved upon by picking up both of the health pickups as the lift is descending. If timed properly, the lift will reach the ground and the health pickups will respawn ''inside'' of the lift. The lift will then have an extremely difficult time raising again -- pressing the lift button will make the lift encroach the health pickups and do nothing. With enough inventory jammed inside of the lift it may be impossible for it to ever rise again.&lt;br /&gt;
&lt;br /&gt;
[[File:armor_mover_block2.jpg|thumb|right|upright=1|Health pickup lodged in lift. Blocking solutions-- delivered.]]Note, however, that with the health pickups players may damage themselves and attempt to pick them up (their collision cylinders extend slightly through the top of the lift when it's on the ground). With proper timing, players could cause the healths to despawn as the lift is attempting to ascend which would unblock the mover.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=File:Armor_mover_block1.jpg&amp;diff=114</id>
		<title>File:Armor mover block1.jpg</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=File:Armor_mover_block1.jpg&amp;diff=114"/>
		<updated>2017-01-22T21:53:04Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=File:Armor_mover_block2.jpg&amp;diff=113</id>
		<title>File:Armor mover block2.jpg</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=File:Armor_mover_block2.jpg&amp;diff=113"/>
		<updated>2017-01-22T21:52:50Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=112</id>
		<title>Nyleve</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=112"/>
		<updated>2017-01-22T21:48:58Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{map}}&lt;br /&gt;
{{passive blocks}}&lt;br /&gt;
{{active blocks}}&lt;br /&gt;
{{permanent blocks}}&lt;br /&gt;
== Inventory Armor Lift Block ==&lt;br /&gt;
{{theoretical}}&lt;br /&gt;
&lt;br /&gt;
The lift near the armor appears to be blockable. This theory has been tested to some degree on [[Zombie's Deadzone]]. There are nearby wooden boxes that drop health. These wooden boxes can be moved under the armor lift while it is up. When it comes down, it will break these boxes, making the health items spawn. These health pickups will block the mover from coming down completely and effectively jam the mover. This can be improved upon by picking up both of the health pickups as the lift is descending. If timed properly, the lift will reach the ground and the health pickups will respawn ''inside'' of the lift. The lift will then have an extremely difficult time raising again -- pressing the lift button will make the lift encroach the health pickups and do nothing. With enough inventory jammed inside of the lift it may be impossible for it to ever rise again.&lt;br /&gt;
&lt;br /&gt;
Note, however, that with the health pickups players may damage themselves and attempt to pick them up (their collision cylinders extend slightly through the top of the lift when it's on the ground). With proper timing, players could cause the healths to despawn as the lift is attempting to ascend which would unblock the mover.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=111</id>
		<title>Nyleve</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Nyleve&amp;diff=111"/>
		<updated>2017-01-22T21:48:46Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{map}}&lt;br /&gt;
{{passive blocks}}&lt;br /&gt;
{{active blocks}}&lt;br /&gt;
{{permanent blocks}}&lt;br /&gt;
== Inventory Armor Lift Block ==&lt;br /&gt;
{{theoretical}}&lt;br /&gt;
The lift near the armor appears to be blockable. This theory has been tested to some degree on [[Zombie's Deadzone]]. There are nearby wooden boxes that drop health. These wooden boxes can be moved under the armor lift while it is up. When it comes down, it will break these boxes, making the health items spawn. These health pickups will block the mover from coming down completely and effectively jam the mover. This can be improved upon by picking up both of the health pickups as the lift is descending. If timed properly, the lift will reach the ground and the health pickups will respawn ''inside'' of the lift. The lift will then have an extremely difficult time raising again -- pressing the lift button will make the lift encroach the health pickups and do nothing. With enough inventory jammed inside of the lift it may be impossible for it to ever rise again.&lt;br /&gt;
&lt;br /&gt;
Note, however, that with the health pickups players may damage themselves and attempt to pick them up (their collision cylinders extend slightly through the top of the lift when it's on the ground). With proper timing, players could cause the healths to despawn as the lift is attempting to ascend which would unblock the mover.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Encroachment_Cycling&amp;diff=110</id>
		<title>Encroachment Cycling</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Encroachment_Cycling&amp;diff=110"/>
		<updated>2017-01-22T21:34:18Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;{{tactic}} Encroachment cycling prevents a player from being damaged by repeatedly encroaching (blocking) a mover.  In some Unreal servers (Zombie's Deadzone), the player...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tactic}}&lt;br /&gt;
Encroachment cycling prevents a player from being damaged by repeatedly encroaching (blocking) a mover.&lt;br /&gt;
&lt;br /&gt;
In some Unreal servers ([[Zombie's Deadzone]]), the player is damaged for repeatedly blocking a mover. Say, if a player stands under a lift and prevents the lift from reaching the ground, it will strike the player and deal damage to them. Damage is only given after the player encroaches the mover several times. Encroachment cycling is the tactic of encroaching a ''different'' mover every time. Because there appears to be a single variable containing only the last mover encroached &amp;amp; an associated &amp;quot;number of times the player blocked a mover,&amp;quot; if the player never blocks the same mover twice in a row, they will never receive damage.&lt;br /&gt;
&lt;br /&gt;
This tactic would be useful in maps where the player can encroach multiple movers in close proximity, avoiding damage altogether to enact an [[active blocks|active block]].&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Category:Script&amp;diff=109</id>
		<title>Category:Script</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Category:Script&amp;diff=109"/>
		<updated>2017-01-20T18:08:44Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=108</id>
		<title>JCoopZ</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=108"/>
		<updated>2017-01-19T18:55:03Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{script}}&lt;br /&gt;
JCoopZ is a gametype deployed on many if not most Unreal cooperative servers. It is designed with the primary goal of security in mind. This enhanced (overzealous) security is achieved through invasive anti-privacy mechanisms. This script is heavily obfuscated, further lending to its dubious nature. Certain circles believe it to be the '''''shittiest''''' mod in Unreal.&lt;br /&gt;
&lt;br /&gt;
== Client tagging ==&lt;br /&gt;
&lt;br /&gt;
== Custom console prevention ==&lt;br /&gt;
&lt;br /&gt;
== Friendly fire prevention ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;shotsquelchall&amp;lt;/code&amp;gt; command ===&lt;br /&gt;
&lt;br /&gt;
== End voting ==&lt;br /&gt;
&lt;br /&gt;
== Antispam ==&lt;br /&gt;
&lt;br /&gt;
== Obfuscation ==&lt;br /&gt;
&lt;br /&gt;
== Mod incompatibility ==&lt;br /&gt;
&lt;br /&gt;
== UDPQuery protection ==&lt;br /&gt;
&lt;br /&gt;
== Mover block prevention ==&lt;br /&gt;
&lt;br /&gt;
== Client-side package scanning ==&lt;br /&gt;
&lt;br /&gt;
== Unwanted replication call handling ==&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=107</id>
		<title>JCoopZ</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=107"/>
		<updated>2017-01-19T18:54:10Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{script}}&lt;br /&gt;
JCoopZ is a gametype deployed on many if not most Unreal cooperative servers. It is designed with the primary goal of security in mind. This enhanced (overzealous) security is achieved through invasive anti-privacy mechanisms. This script is heavily obfuscated, further lending to its dubious nature. Certain circles believe it to be the '''shittiest'''[[Link title]] mod in Unreal.&lt;br /&gt;
&lt;br /&gt;
== Client tagging ==&lt;br /&gt;
&lt;br /&gt;
== Custom console prevention ==&lt;br /&gt;
&lt;br /&gt;
== Friendly fire prevention ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;shotsquelchall&amp;lt;/code&amp;gt; command ===&lt;br /&gt;
&lt;br /&gt;
== End voting ==&lt;br /&gt;
&lt;br /&gt;
== Antispam ==&lt;br /&gt;
&lt;br /&gt;
== Obfuscation ==&lt;br /&gt;
&lt;br /&gt;
== Mod incompatibility ==&lt;br /&gt;
&lt;br /&gt;
== UDPQuery protection ==&lt;br /&gt;
&lt;br /&gt;
== Mover block prevention ==&lt;br /&gt;
&lt;br /&gt;
== Client-side package scanning ==&lt;br /&gt;
&lt;br /&gt;
== Unwanted replication call handling ==&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=106</id>
		<title>JCoopZ</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=106"/>
		<updated>2017-01-19T18:45:52Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{script}}&lt;br /&gt;
JCoopZ is a gametype deployed on many if not most Unreal cooperative servers. It is designed with the primary goal of security in mind. This enhanced (overzealous) security is achieved through invasive anti-privacy mechanisms. This script is heavily obfuscated, further lending to its dubious nature. &lt;br /&gt;
&lt;br /&gt;
== Client tagging ==&lt;br /&gt;
&lt;br /&gt;
== Custom console prevention ==&lt;br /&gt;
&lt;br /&gt;
== Friendly fire prevention ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;shotsquelchall&amp;lt;/code&amp;gt; command ===&lt;br /&gt;
&lt;br /&gt;
== End voting ==&lt;br /&gt;
&lt;br /&gt;
== Antispam ==&lt;br /&gt;
&lt;br /&gt;
== Obfuscation ==&lt;br /&gt;
&lt;br /&gt;
== Mod incompatibility ==&lt;br /&gt;
&lt;br /&gt;
== UDPQuery protection ==&lt;br /&gt;
&lt;br /&gt;
== Mover block prevention ==&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=105</id>
		<title>JCoopZ</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=105"/>
		<updated>2017-01-19T18:45:12Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{script}}&lt;br /&gt;
JCoopZ is a gametype deployed on many if not most Unreal cooperative servers. It is designed with the primary goal of security in mind. This enhanced (overzealous) security is achieved through invasive anti-privacy mechanisms. This script is heavily obfuscated, further lending to its dubious nature.&lt;br /&gt;
&lt;br /&gt;
== Client tagging ==&lt;br /&gt;
&lt;br /&gt;
== Custom console prevention ==&lt;br /&gt;
&lt;br /&gt;
== Friendly fire prevention ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;shotsquelchall&amp;lt;/code&amp;gt; command ===&lt;br /&gt;
&lt;br /&gt;
== End voting ==&lt;br /&gt;
&lt;br /&gt;
== Antispam ==&lt;br /&gt;
&lt;br /&gt;
== Obfuscation ==&lt;br /&gt;
&lt;br /&gt;
== Mod incompatibility ==&lt;br /&gt;
&lt;br /&gt;
== UDPQuery protection ==&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=104</id>
		<title>JCoopZ</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=JCoopZ&amp;diff=104"/>
		<updated>2017-01-19T18:44:08Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;{{script}} JCoopZ is a gametype deployed on many if not most Unreal cooperative servers. It is designed with the primary goal of security in mind. This enhanced (overzealous)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{script}}&lt;br /&gt;
JCoopZ is a gametype deployed on many if not most Unreal cooperative servers. It is designed with the primary goal of security in mind. This enhanced (overzealous) security is achieved through invasive anti-privacy mechanisms. This script is heavily obfuscated, further lending to its dubious nature.&lt;br /&gt;
&lt;br /&gt;
== Client tagging ==&lt;br /&gt;
&lt;br /&gt;
== Custom console prevention ==&lt;br /&gt;
&lt;br /&gt;
== Friendly fire prevention ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;shotsquelchall&amp;lt;/code&amp;gt; command ===&lt;br /&gt;
&lt;br /&gt;
== End voting ==&lt;br /&gt;
&lt;br /&gt;
== Antispam ==&lt;br /&gt;
&lt;br /&gt;
== Obfuscation ==&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Template:Script&amp;diff=103</id>
		<title>Template:Script</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Template:Script&amp;diff=103"/>
		<updated>2017-01-19T18:36:17Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;{{featured page|Analysis of {{PAGENAME}}}} Category:script&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured page|Analysis of {{PAGENAME}}}}&lt;br /&gt;
[[Category:script]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=102</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=102"/>
		<updated>2017-01-19T18:35:08Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the [[Blocking Requirements Lab]] ==&lt;br /&gt;
[[File:Brl.jpg|thumb|right|upright=1.35|Professor Plutonium in Blocking Research Mode.]] The [[Blocking Requirements Lab]] engages in security and gameplay R&amp;amp;D regarding the classic FPS Unreal 1. Our mission is to discover, research and advance techniques (colloquially referred to as fuckovers) to block maps and uncover security holes within popular servers on the game to better serve the Unreal community. All information on this wiki is provided as-is for academic purposes -- the Blocking Requirements Lab takes no responsibility for its use in any way shape or form.&lt;br /&gt;
&lt;br /&gt;
== Research Categories ==&lt;br /&gt;
Research at the Blocking Requirements Lab takes on the form of several categories. Use the links below to explore:&lt;br /&gt;
*[[:category:Map]]&lt;br /&gt;
*[[:category:Script]]&lt;br /&gt;
*[[:category:Tactic]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=101</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=101"/>
		<updated>2017-01-19T18:34:36Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: /* Research Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the [[Blocking Requirements Lab]] ==&lt;br /&gt;
[[File:Brl.jpg|thumb|right|upright=1.35|Professor Plutonium in Blocking Research Mode]] The [[Blocking Requirements Lab]] engages in security and gameplay R&amp;amp;D regarding the classic FPS Unreal 1. Our mission is to discover, research and advance techniques (colloquially referred to as fuckovers) to block maps and uncover security holes within popular servers on the game to better serve the Unreal community. All information on this wiki is provided as-is for academic purposes -- the Blocking Requirements Lab takes no responsibility for its use in any way shape or form.&lt;br /&gt;
&lt;br /&gt;
== Research Categories ==&lt;br /&gt;
Research at the Blocking Requirements Lab takes on the form of several categories. Use the links below to explore:&lt;br /&gt;
*[[:category:Map]]&lt;br /&gt;
*[[:category:Script]]&lt;br /&gt;
*[[:category:Tactic]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=100</id>
		<title>Boat Vend</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=100"/>
		<updated>2017-01-19T18:33:54Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tactic}}&lt;br /&gt;
[[File:Vote11.jpg|thumb|right|upright=0.5|Get the vote out! Or don't.]]The boat vend tactic of blocking is one where the user simply refuses to vote to end the map. This is only useful on servers that require a percentage of clients to vote positively to enable a map's end. In [[JCoopZ]], the command is known as &amp;quot;vote end&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{History}}&lt;br /&gt;
Boat vend was first introduced by Casey who used it as a method to troll players in [[Zombie's Deadzone]]. Voting to end the map is done by saying (in the chat) &amp;quot;vote end&amp;quot;. When the end is found, many players will say &amp;quot;vote end&amp;quot; in the chat to allow the map to progress. Casey enacted the boat vend tactic by, instead, saying &amp;quot;boat vend&amp;quot; which was met with much distaste.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=File:Vote11.jpg&amp;diff=99</id>
		<title>File:Vote11.jpg</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=File:Vote11.jpg&amp;diff=99"/>
		<updated>2017-01-19T18:33:31Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=98</id>
		<title>Boat Vend</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=98"/>
		<updated>2017-01-19T18:33:19Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tactic}}&lt;br /&gt;
[[File:Vote11.jpg|thumb|right|upright=1.00|Get the vote out! Or don't.]]The boat vend tactic of blocking is one where the user simply refuses to vote to end the map. This is only useful on servers that require a percentage of clients to vote positively to enable a map's end. In [[JCoopZ]], the command is known as &amp;quot;vote end&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{History}}&lt;br /&gt;
Boat vend was first introduced by Casey who used it as a method to troll players in [[Zombie's Deadzone]]. Voting to end the map is done by saying (in the chat) &amp;quot;vote end&amp;quot;. When the end is found, many players will say &amp;quot;vote end&amp;quot; in the chat to allow the map to progress. Casey enacted the boat vend tactic by, instead, saying &amp;quot;boat vend&amp;quot; which was met with much distaste.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=97</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=97"/>
		<updated>2017-01-19T18:32:21Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: /* Welcome to the Blocking Requirements Lab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the [[Blocking Requirements Lab]] ==&lt;br /&gt;
[[File:Brl.jpg|thumb|right|upright=1.35|Professor Plutonium in Blocking Research Mode]] The [[Blocking Requirements Lab]] engages in security and gameplay R&amp;amp;D regarding the classic FPS Unreal 1. Our mission is to discover, research and advance techniques (colloquially referred to as fuckovers) to block maps and uncover security holes within popular servers on the game to better serve the Unreal community. All information on this wiki is provided as-is for academic purposes -- the Blocking Requirements Lab takes no responsibility for its use in any way shape or form.&lt;br /&gt;
&lt;br /&gt;
== Research Categories ==&lt;br /&gt;
Research at the Blocking Requirements Lab takes on the form of several categories. Use the links below to explore:&lt;br /&gt;
*[[:category:Map]]&lt;br /&gt;
*[[:category:Actor]]&lt;br /&gt;
*[[:category:Tactic]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=96</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=96"/>
		<updated>2017-01-19T18:32:03Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: /* Welcome to the Blocking Requirements Lab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the [[Blocking Requirements Lab]] ==&lt;br /&gt;
[[File:Brl.jpg|thumb|right|upright=0.35|Professor Plutonium in Blocking Research Mode]] The [[Blocking Requirements Lab]] engages in security and gameplay R&amp;amp;D regarding the classic FPS Unreal 1. Our mission is to discover, research and advance techniques (colloquially referred to as fuckovers) to block maps and uncover security holes within popular servers on the game to better serve the Unreal community. All information on this wiki is provided as-is for academic purposes -- the Blocking Requirements Lab takes no responsibility for its use in any way shape or form.&lt;br /&gt;
&lt;br /&gt;
== Research Categories ==&lt;br /&gt;
Research at the Blocking Requirements Lab takes on the form of several categories. Use the links below to explore:&lt;br /&gt;
*[[:category:Map]]&lt;br /&gt;
*[[:category:Actor]]&lt;br /&gt;
*[[:category:Tactic]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=95</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Main_Page&amp;diff=95"/>
		<updated>2017-01-19T18:31:53Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the [[Blocking Requirements Lab]] ==&lt;br /&gt;
[[File:Brl.jpg||right|upright=0.35|Professor Plutonium in Blocking Research Mode]] The [[Blocking Requirements Lab]] engages in security and gameplay R&amp;amp;D regarding the classic FPS Unreal 1. Our mission is to discover, research and advance techniques (colloquially referred to as fuckovers) to block maps and uncover security holes within popular servers on the game to better serve the Unreal community. All information on this wiki is provided as-is for academic purposes -- the Blocking Requirements Lab takes no responsibility for its use in any way shape or form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Research Categories ==&lt;br /&gt;
Research at the Blocking Requirements Lab takes on the form of several categories. Use the links below to explore:&lt;br /&gt;
*[[:category:Map]]&lt;br /&gt;
*[[:category:Actor]]&lt;br /&gt;
*[[:category:Tactic]]&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=94</id>
		<title>Boat Vend</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=94"/>
		<updated>2017-01-19T18:29:45Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tactic}}&lt;br /&gt;
The boat vend tactic of blocking is one where the user simply refuses to vote to end the map. This is only useful on servers that require a percentage of clients to vote positively to enable a map's end. In [[JCoopZ]], the command is known as &amp;quot;vote end&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{History}}&lt;br /&gt;
Boat vend was first introduced by Casey who used it as a method to troll players in [[Zombie's Deadzone]]. Voting to end the map is done by saying (in the chat) &amp;quot;vote end&amp;quot;. When the end is found, many players will say &amp;quot;vote end&amp;quot; in the chat to allow the map to progress. Casey enacted the boat vend tactic by, instead, saying &amp;quot;boat vend&amp;quot; which was met with much distaste.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Template:History&amp;diff=93</id>
		<title>Template:History</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Template:History&amp;diff=93"/>
		<updated>2017-01-19T18:29:31Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;== History ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== History ==&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=92</id>
		<title>Boat Vend</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=92"/>
		<updated>2017-01-19T18:29:04Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tactic}}&lt;br /&gt;
The boat vend tactic of blocking is one where the user simply refuses to vote to end the map. This is only useful on servers that require a percentage of clients to vote positively to enable a map's end. In [[JCoopZ]], the command is known as &amp;quot;vote end&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Boat vend was first introduced by Casey who used it as a method to troll players in [[Zombie's Deadzone]]. Voting to end the map is done by saying (in the chat) &amp;quot;vote end&amp;quot;. When the end is found, many players will say &amp;quot;vote end&amp;quot; in the chat to allow the map to progress. Casey enacted the boat vend tactic by, instead, saying &amp;quot;boat vend&amp;quot; which was met with much distaste.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=91</id>
		<title>Boat Vend</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Boat_Vend&amp;diff=91"/>
		<updated>2017-01-19T18:26:46Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: Created page with &amp;quot;{{tactic}} The boat vend tactic of blocking is one where the user simply refuses to vote to end the map. This is only useful on servers that require a percentage of clients to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tactic}}&lt;br /&gt;
The boat vend tactic of blocking is one where the user simply refuses to vote to end the map. This is only useful on servers that require a percentage of clients to vote positively to enable a map's end. In [[JCoopZ]], the command is known as &amp;quot;vote end&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
	<entry>
		<id>http://blockingrequirementslab.com/index.php?title=Blocking_Requirements_Lab&amp;diff=90</id>
		<title>Blocking Requirements Lab</title>
		<link rel="alternate" type="text/html" href="http://blockingrequirementslab.com/index.php?title=Blocking_Requirements_Lab&amp;diff=90"/>
		<updated>2017-01-19T18:24:31Z</updated>

		<summary type="html">&lt;p&gt;Jdarchon: /* Founding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured page}}&lt;br /&gt;
== Founding ==&lt;br /&gt;
The [[Blocking Requirements Lab]] was founded mid 2015 by Unreal players Pcube, Casey, Dante and Jackrabbit. To date, the Blocking Requirements Lab consists of just Pcube and Casey. The group formed with a simple goal in mind: to discover and innovate new methods to block [[Zombie's Deadzone]], a server that purports to be unblockable. The members of the Blocking Requirements Lab pooled their collective [[Fuckover]] knowledge, a veritable library of map and script quirks, bugs and oddities, the Blocking Requirements Lab has been successful in finding new ways to block maps.&lt;br /&gt;
&lt;br /&gt;
The Blocking Requirements Lab initially focused (and still does, for the most part) on discovering and implementing blocking technology on stock maps, but occasionally branches out to developing for custom material as well.&lt;br /&gt;
&lt;br /&gt;
== Noteworthy Adversaries ==&lt;br /&gt;
The Blocking Requirements Lab has unfortunately not always been met with the respect or admiration it rightfully deserves. These entities include the administrator(s) of [[Zombie's Deadzone]], drywall-level-creativity map creator [[Ron BR]] and other lesser (non-noteworthy) dissidents. It is our hope that our research paves the way for better relations with these entities for a brighter and more often blocked Unreal future.&lt;/div&gt;</summary>
		<author><name>Jdarchon</name></author>
		
	</entry>
</feed>