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{{ | {{Status|Gameplay}} | ||
{{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 ''' | |||
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]]. | ||
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=== 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 has been placed, spawn a [[Forge | 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. | 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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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. | 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 | 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. | ||
=== Specific Effects by Level=== | === Specific Effects by Level=== |
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