Latest revision |
Your text |
Line 1: |
Line 1: |
| {{Status|Gameplay}}
| | Click [[Overload Glitch (Halo 2)|here]] to go to the article about '''Halo 2''' Overload Glitches. |
| {{Center|''For the Halo 2 Overload Glitches, see [[Overload glitch (Halo 2)|here]].''}}
| |
|
| |
|
| The '''overload glitch''' is a bug present in ''[[Halo 3]]''. When too many objects are present in a map, the object array becomes "overloaded", resulting in the deletion of the "oldest" objects to prevent a game crash. The glitch can be set up in [[Forge]], and can be performed in [[Custom Games]] or Forge. One [[Campaign]] level is also prone to the bug. | | The [[Halo 3]] '''Overload Glitch''' can be done on [[Forge]] or in [[Multiplayer]]. |
|
| |
|
| Overloading a map is usually done to disable certain map features that prevent players from leaving a level's boundaries. Such features include the [[Brute Landmine]]s on [[Sandtrap (Level)|Sandtrap]] and the watchtowers on [[Sandbox (Level)|Sandbox]].
| | == How to Overload Any Halo 3 Map == |
|
| |
|
| ==Walkthrough==
| | Overloading a map is usually done to disable the [[Guardians]] that prevent players from leaving the boundaries of a map;including the mines around [[Sandtrap (Level)|Sandtrap]] and the turrets around [[Snowbound (Level)|Snowbound]]. |
| === Multiplayer ===
| |
| #Start a Forge session.
| |
| #Enter Edit Mode, and place a [[Trip Mine]]. Alternatively, you may find one that has already been placed.
| |
| #Set Trip Mines to [[Forge/Tricks#Instant Respawn|Instant Respawn]].
| |
| #Return to Player Mode, and stand on top of the Trip Mine's spawn point. You should pick it up.
| |
| #Throw the Trip Mine. You should immediately pick up another.
| |
| #Continue throwing Trip Mines as fast as you can.
| |
|
| |
|
| Eventually, the Trip Mines will explode on their own; this is because a Trip Mine will automatically detonate after 90 seconds. After this explosion, the map should be overloaded. Sometimes, however, the trick must be repeated in order to have a noticeable or useful effect. (In such cases, the Trip Mines usually reappear after the first explosion.)
| | To overload a map in Halo 3, you must first start a Forge game. Go into edit mode by pressing up on the d-pad and spawn a [[trip mine]]. Open the [[spawn]] menu again, press X, and change the minimum run-time setting to the same number as the maximum run-time setting. Then leave edit mode, stand on the trip mine spawn and start dropping trip mines. You can drop trip mines faster by repeatedly pressing X and Y at the right speed. There doesn't seem to be a definite number of trip mines that you need, it depends on the map and the number of objects on the map, so a good rule is to just keep throwing trip mines until they explode on their own (usually 90 seconds after the first one is dropped). Once the pile has exploded by itself, the map should be overloaded. |
|
| |
|
| In some cases, the Trip Mines may start to disappear in a blue flash. If this occurs, then the map is overloaded.
| | After some experimentation, this can be done with other equipment. Spawn, say, a Deployable Cover and set it up like a Trip Mine. Then, press X and Y in unison multiple times, throwing for a good few minutes. Once you have thrown enough, the map overloads. This method takes longer than Trip Mines, however. |
|
| |
|
| Note that you can drop Trip Mines faster by obtaining a second [[weapon]] and repeatedly pressing '''X''' and '''Y''' -- two '''X''' presses for each '''Y'''. ('''X''' + '''X''' + '''Y''' + '''...''') Note also that this fast method can increase the game's RAM usage, possibly leading to a crash.
| | == How to Save an Overloaded Map == |
|
| |
|
| The trick can be performed with other [[equipment]] items, like the [[Deployable Cover]]; however, other items take longer to overload the map.
| | This requires another method. In one spot where players won't go to, (Preferably outside the map), simply make a big pile of weapons and equipment. One you think you've made enough, spawn a scenery on the pile, and if it disapears, then just spawn a bunch of movable scenery on it. If it doesn't, keep trying. Once you think you've disspeared enough scenery, start a new round. If you've done enough spawning, it should be overloaded and you can save it, and it will still be overloaded next time you load it. |
|
| |
|
| === Campaign ===
| |
| Currently, only [[The Covenant (Level)|The Covenant]] can be overloaded, by using two exploits. The first causes a large amount of [[Marines]] to spawn; the second, which requires [[Co-op]], allows players to accumulate [[Hornets]] in the level.
| |
|
| |
|
| During the first [[Hornet]] battle, when the [[John-117|Master Chief]] flies to Tower 3, both players should fly to the island in front of Tower 2. They should dismount their Hornets, such that the vehicles fall into the sea, but the players land safely on the island. A Marine should quickly fly another Hornet to the island.
| | == The Effects of Overloading == |
|
| |
|
| At this point, one player (''Person A'') should fly the Hornet away, while the other (''Person B'') remains on the island. ''Person A'' should land the Hornet at a location that ''Person B'' cannot reach. ''Person A'' should then die; they will respawn with ''Person B''. A Marine will bring a new Hornet to the island; the two players should repeat the process.
| | You will know the map has been overloaded because certain elements of the map will have been disabled. The Elephants on Sandtrap will disappear, the guardians on Sandtrap and Snowbound will become inactive for the rest of the round, shield doors will no longer function, and gravity lifts such as those on Construct will disappear or become inactive. Overloading a map may cause other glitches as well. |
|
| |
|
| Eventually, the accumulation of Marines and unreachable Hornets will overload the map. If a player uses a Hornet to proceed to the next loading point, the other player will be transported forward, and all the Marines and Hornets will be removed from memory, ending the overloading effect.
| | Once the map has been overloaded, you are free to walk outside the boundaries of maps such as Sandtrap and Snowbound, until you hit invisible walls. You can try to get past these walls by utilizing the [[Forge Turret Glitch]] or side seat glitch (requires two players). |
|
| |
|
| === Saving an overloaded map ===
| | '''Note''': ''May cause the game to freeze on some occasions.'' |
| Start a Forge session. In an out-of-the-way area that players can't reach (preferably outside the map), make a big pile of [[weapons]] and equipment. Once a large amount of items has been placed, spawn a [[Forge objects in Halo 3/Scenery|scenery]] item on top of the pile. If it disappears, then place a bunch of movable scenery on it. Otherwise, keep trying.
| |
|
| |
|
| When enough scenery has vanished, start a new round. If enough items have been placed, the map will be overloaded, and will be overloaded the next time it is loaded.
| | == The Effects of Overloading == |
|
| |
|
| Some more specific instructions:
| |
| #Spawn a good 50 to 80 weapons in one place.
| |
| #Place a movable scenery piece on top.
| |
| #If the scenery disappears, proceed to spawn additional cheap movable scenery.
| |
| #After a good 50 spawns, set the scenery to Instant Respawn.
| |
| #The game should pause for a moment.
| |
| #At the point of the glitch, often one will experience lag, as well as the symptoms that are characteristic of an overloaded map.
| |
| #Proceed to delete the spawned weapon pile; it is no longer needed. Save and exit.
| |
| #Start up your map again. The movable scenery will immediately spawn and disappear in one place, causing a brief moment of lag. The map should then be overloaded. If the lag continues, revisit forge and undo the Instant Respawn trick for some scenery items. If necessary, delete some items.
| |
|
| |
|
| == Effects ==
| | Avalanche - Unlike the other maps this requires you to overload the map multiple times. It's easy some times, but there is an easier way to. Go under or near the area of the Spartan Laser cave, then put the mines and overload the map like usual, and done, all mancannons are disabled. |
| Overloading tends to disable the "built-in" special features present on several maps. Sandtrap's [[Elephant]]s will vanish. Lifts, such as the air lift on [[Blackout (Level)|Blackout]], will stop functioning. [[Epitaph (Level)|Epitaph]]'s floating platform will fall. Most notably, the [[The Guardians]]' scripted appearances (on Sandtrap, Sandbox, and [[Snowbound (Level)|Snowbound]]) will stop functioning.
| |
|
| |
|
| However, overloading a map may cause the game to use a lot of memory due to the excessive objects that need to be kept track of. The game's stability can decrease; [[lag]] is a likely result due to the increased CPU and GPU power needed to process and render the environment. The game may also crash in the worst cases.
| | Blackout - The air lift disables though the rushing air is still visible. |
|
| |
|
| === Specific Effects by Level===
| | Construct - Gravity lifts no longer work. |
| ;[[Assembly]]
| |
| :The air lifts stop functioning. The rushing air is still visible on the blue lift, but not the yellow ones.
| |
| ;[[Avalanche]]
| |
| :Overloading the map multiple times will disable the [[man cannon]]s. Overloading the map once at the area under the [[Spartan Laser]] cave will also work.
| |
| ;[[Blackout]]
| |
| :The air lift stops working, though the rushing air is still visible.
| |
| ;[[Citadel]]
| |
| :The invisible walls in the room under [[Rocket Launcher]] spawn will disappear.
| |
| ;[[Construct]]
| |
| :The lifts no longer work. All weapons will be temporarily de-spawned.
| |
| ;[[Epitaph]]
| |
| :The floating platform will fall and become movable. The shield doors and lifts will vanish. Most holograms will vanish.
| |
| ;[[Guardian (map)|Guardian]]
| |
| :The main lifts are disabled, and the hologram no longer works.
| |
| ;[[High Ground]]
| |
| :The main gate disappears, as do the movable gates near the Surface-to-Air Missile Launcher. The hatch on the bunker disappears.
| |
| ;[[Isolation]]
| |
| :The lifts are visible but don't function.
| |
| ;[[Last Resort]]
| |
| :The breakable bridge (that can be used to enter the spinning wheel) disappears.
| |
| ;[[Narrows]]
| |
| :The built-in Man Cannons are disabled. All objects disappear for a few moments, then respawn. The rocket launcher on the lower level energy bridge disappears.
| |
| ;[[Sandbox]]
| |
| :The watchtowers are disabled. The grid and the sky bubble's "floor" disappear, causing any movable objects in the sky bubble to fall.
| |
| ;[[Sandtrap]]
| |
| :The Brute Landmines become inactive for the rest of the round. The lifts no longer work, though the air can still be seen. The Elephants disappear.
| |
| ;[[Snowbound]]
| |
| :The built-in shield doors are cut, and the automated turrets no longer shoot.
| |
| ;[[The Pit]]
| |
| :All major weapons (such as the [[Energy Sword]]) will disappear temporarily. The fan lifts stop functioning, although the air is still visible.
| |
| ;[[Valhalla]]
| |
| :The built-in Man Cannons are disabled. All weapons and vehicles disappear for a few moments, then respawn.
| |
|
| |
|
| == Trivia ==
| | Epitaph - The rocket launcher platform no longer functions and can be moved about. |
| *Some players have reported seeing [[Ghosts of Halo]] on maps after overloading them.
| |
| *It should be noted that overloading will not disable the Guardians. It ''will'', however, disable the various level features whose kills are credited to the Guardians.
| |
| *It is also possible that the Guardians have a built-in script letting them stabilize any overloading map, as such saving it from crashing.
| |
|
| |
|
| {{Glitches|H3}}
| | Guardian - Main gravity lifts are disabled, hologram no longer works. |
| [[Category:Halo 3 glitches]] | | |
| [[Category:Tricks and cheats]] | | High Ground - Main gate disappears. |
| [[Category:Halo 3 tricks and cheats]] | | |
| | Isolation - Gravity lifts are visible but don't function. |
| | |
| | Last Resort - Bridge which attackers use to get into the spinning wheel disappears. |
| | |
| | Sandtrap - Minefield becomes inactive for the rest of the round. |
| | |
| | Snowbound - Shield doors are cut and turrets no longer shoot. |
| | |
| | The Pit - All major weapons (e.g [[Energy Sword]]) disappear temporarily. |
| | |
| | Valhalla - Man Cannon is disabled. |
| | |
| | |
| | [[Category:Glitches]] |
| | [[Category:Halo 3]] |