Editing Overload glitch (Halo 3)
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{{ | {{ratings}} | ||
{{ | {{Era|H3}} | ||
<center>''For the Halo 2 Overload Glitches, see [[Overload Glitch (Halo 2)|here]].''</center> | |||
The ''' | The '''Overload Glitch''' is a bug present in ''[[Halo 3]]''. When too many objects are present in a map, the map becomes "overloaded", resulting in the deletion of the "oldest" objects. The glitch can be set up and performed in [[Forge]], and can thus be performed in [[Custom Games]]. | ||
== Instructions == | |||
== | |||
=== Multiplayer === | === Multiplayer === | ||
#Start a Forge | #Start a match in [[Forge]]. | ||
#Enter Edit Mode, and place a [[Trip Mine]]. Alternatively, you may find one that has already been placed. | #Enter Edit Mode, and place a [[Trip Mine]]. Alternatively, you may find one that has already been placed. | ||
#Set Trip | #Set the Trip Mine 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. | #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. | #Throw the Trip Mine. You should immediately pick up another. | ||
#Continue throwing Trip Mines as fast as you can. | #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. | 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. | ||
Alternatively, the trip mines will start to disapear in a blue flash. If this occurs the map is overloaded. no repitition is needed. | |||
Interestingly, it is possible that after the explosion, some of the Trip Mines will reappear. | |||
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. | 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. | ||
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]], the turrets around [[Snowbound (Level)|Snowbound]], and the laser turrets around [[Sandbox (Level)|Sandbox]]. | |||
The trick can be performed with other [[equipment]] items, like the [[Deployable Cover]]; however, other items take longer to overload the map. | The trick can be performed with other [[equipment]] items, like the [[Deployable Cover]]; however, other items take longer to overload the map. | ||
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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. | 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 [[ | During the first [[Hornet]] battle, when the [[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. | ||
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. | 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. | ||
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. | 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 of the Marines and Hornets will be removed from memory, ending the overloading effect. | ||
<!-- These are exploits, NOT glitches. No actual error happens. The programmers told the game to spawn Marines and Hornets; it spawns Marines and Hornets. There's the FLAW that the game will follow these instructions limitlessly. But since it's a FLAW and not an ERROR, the usage of that flaw is an EXPLOIT, not a GLITCH. -- DavidJCobb --> | |||
=== Saving an | === Saving an Overloaded Map === | ||
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 | 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 have been placed, spawn a 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. | 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. | ||
Some more specific instructions: | Some more specific instructions: | ||
#Spawn a good 50 to 80 weapons in one place | #Spawn a good 50 to 80 weapons in one place | ||
# | #Then, as stated previously, place a movable scenery piece on top. | ||
#If the scenery disappears, proceed to spawn additional cheap movable scenery. | #If the scenery disappears, proceed to spawn additional cheap movable scenery. | ||
#After a good 50 spawns, set the scenery to Instant Respawn. | #After a good 50 spawns, set the scenery to Instant Respawn. | ||
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#At the point of the glitch, often one will experience lag, as well as the symptoms that are characteristic of an overloaded map. | #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. | #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. | #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 of the items. | ||
== Effects == | == Effects == | ||
Overloading tends to disable the "built-in" special features present on several | Overloading tends to disable the "built-in" special features present on several map. [[Sandtrap (Level)|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 [[Guardians]]' scripted appearances (on Sandtrap, [[Sandbox (Level)|Sandbox]], and [[Snowbound (Level)|Snowbound]]) will stop functioning. | ||
However, overloading a map may cause the game to use a lot of memory | However, overloading a map may cause the game to use a lot of memory (since there are so many objects that need to be processed and kept track of). The game's stability will decrease; [[lag]] is a likely result, and the game may even crash. | ||
=== Specific Effects by Level=== | === Specific Effects by Level=== | ||
[[Assembly]] - The air lifts stop functioning. The rushing air is still visible on the blue lift but not the yellow ones. | |||
[[Avalanche (Level)|Avalanche]] - Overloading the map multiple times will disable the man cannons. Overloading the map once at the area under the [[Spartan Laser]] cave will also work. | |||
[[Blackout (Level)|Blackout]] - The air lift stops working, though the rushing air is still visible. | |||
[[Citadel (Level)|Citadel]] - The invisible walls in the room under [[rocket]] spawn disappear | |||
[[Construct (Level)|Construct]] - Scripted gravity lifts no longer work. All weapons vanish until they respawn. | |||
[[Epitaph (Level)|Epitaph]] - The rocket launcher platform falls and can be moved about, no shield doors. Most holograms will vanish, and the gravity lifts will stop working. | |||
[[Guardian (Level)|Guardian]] - The main gravity lifts are disabled, and the hologram no longer works. | |||
[[High Ground (Level)|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 (Level)|Isolation]] - The gravity lifts are visible but don't function. | |||
[[Last Resort (Level)|Last Resort]] - The breakable bridge (that can be used to enter the spinning wheel) disappears. | |||
[[Sandbox (Level)|Sandbox]] - The watchtowers are disabled. The grid and sky bubble's "floor" disappear, causing any objects in the sky bubble to fall. | |||
[[Sandtrap (Level)|Sandtrap]] - The [[Brute Landmine]]s become inactive for the rest of the round. However, if a player goes outside to the ruins north of the main base, they can still die by the Guardians. The fan lifts no longer work, though the air can still be seen, and the Elephants disappear. | |||
[[Snowbound (Level)|Snowbound]] - The built-in shield doors are cut, and the automated turrets no longer shoot. | |||
[[The Pit (Level)|The Pit]] - All major weapons (e.g. [[Energy Sword]]) will disappear temporarily. The fan lifts stop functioning, although the air is still visible. | |||
[[Valhalla (Level)|Valhalla]] - The built-in Man Cannons are disabled. | |||
[[Foundry (Level)|Foundry]] - All objects disappear for a few moments, then respawn. | |||
[[Narrows (Level)|Narrows]] - Man cannons are disabled; rocket launcher on the lower level energy bridge disappears. | |||
== Trivia == | == Trivia == | ||
*Some players have reported seeing [[Ghosts of Halo]] on maps after overloading them. | *Some players have reported seeing [[Ghosts of Halo]] on maps after overloading them. | ||
[[Category:Glitches]] | |||
[[Category:Halo 3]] | |||
[[Category:Halo 3 Glitches]] | |||
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