Editing Overload glitch (Halo 3)
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{{ | {{ratings}} | ||
{{ | {{Era|RW}} | ||
The ''' | <center>''For the Halo 2 Overload Glitches, see [[Overload Glitch (Halo 2)|here]].''</center> | ||
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 in [[Forge]], and can be performed in [[Custom Games]] or Forge. One [[Campaign]] level is also prone to the bug. | |||
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]]. | 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]]. | ||
== | == Instructions == | ||
=== Multiplayer === | === Multiplayer === | ||
#Start a Forge session. | #Start a Forge session. | ||
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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. | ||
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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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. | ||
=== Saving an overloaded map === | === 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 [[weapons]] and equipment. Once a large amount of items | 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 [[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. | 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. | ||
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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'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, 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 can decrease; [[lag]] is a likely result, and the game may even crash. | ||
=== Specific Effects by Level=== | === Specific Effects by Level=== | ||
;[[Assembly]] | ;[[Assembly]] | ||
:The air lifts stop functioning. The rushing air is still visible on the blue lift | :The air lifts stop functioning. The rushing air is still visible on the blue lift but not the yellow ones. | ||
;[[Avalanche]] | ;[[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. | :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. | ||
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;[[Epitaph]] | ;[[Epitaph]] | ||
:The floating platform will fall and become movable. The shield doors and lifts will vanish. Most holograms will vanish. | :The floating platform will fall and become movable. The shield doors and lifts will vanish. Most holograms will vanish. | ||
;[[ | ;[[Guardian]] | ||
:The main lifts are disabled, and the hologram no longer works. | :The main lifts are disabled, and the hologram no longer works. | ||
;[[High Ground]] | ;[[High Ground]] | ||
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*It is also possible that the Guardians have a built-in script letting them stabilize any overloading map, as such saving it from crashing. | *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 | {{Glitches}} | ||
[[Category:Halo 3 | [[Category:Halo 3 Glitches]] | ||