Overload glitch (Halo 3): Difference between revisions
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{{Era|H3}} | {{Era|H3}} | ||
<center>''For the Halo 2 Overload Glitches, see [[Overload Glitch (Halo 2)|here]].''</center> | <center>''For the Halo 2 Overload Glitches, see [[Overload Glitch (Halo 2)|here]].''</center> | ||
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=== 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. | ;[[Assembly]] | ||
;[[Avalanche (Level)|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. | :The air lifts stop functioning. The rushing air is still visible on the blue lift but not the yellow ones. | ||
;[[Blackout (Level)|Blackout]]:The air lift stops working, though the rushing air is still visible. | ;[[Avalanche (Level)|Avalanche]] | ||
;[[Citadel (Level)|Citadel]]:The invisible walls in the room under [[Rocket Launcher]] spawn will disappear. | :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. | ||
;[[Construct (Level)|Construct]]:The lifts no longer work. All weapons will be temporarily de-spawned. | ;[[Blackout (Level)|Blackout]] | ||
;[[Epitaph (Level)|Epitaph]]:The floating platform will fall and become movable. The shield doors and lifts will vanish. Most holograms will vanish. | :The air lift stops working, though the rushing air is still visible. | ||
;[[Guardian (Level)|Guardian]]:The main lifts are disabled, and the hologram no longer works. | ;[[Citadel (Level)|Citadel]] | ||
;[[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. | :The invisible walls in the room under [[Rocket Launcher]] spawn will disappear. | ||
;[[Isolation (Level)|Isolation]]:The lifts are visible but don't function. | ;[[Construct (Level)|Construct]] | ||
;[[Last Resort (Level)|Last Resort]]:The breakable bridge (that can be used to enter the spinning wheel) disappears. | :The lifts no longer work. All weapons will be temporarily de-spawned. | ||
;[[Sandbox (Level)|Sandbox]]:The watchtowers are disabled. The grid and the sky bubble's "floor" disappear, causing any movable objects in the sky bubble to fall. | ;[[Epitaph (Level)|Epitaph]] | ||
;[[Sandtrap (Level)|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. | :The floating platform will fall and become movable. The shield doors and lifts will vanish. Most holograms will vanish. | ||
;[[Snowbound (Level)|Snowbound]]:The built-in shield doors are cut, and the automated turrets no longer shoot. | ;[[Guardian (Level)|Guardian]] | ||
;[[The Pit (Level)|The Pit]]:All major weapons (such as the [[Energy Sword]]) will disappear temporarily. The fan lifts stop functioning, although the air is still visible. | :The main lifts are disabled, and the hologram no longer works. | ||
;[[Valhalla (Level)|Valhalla]]:The built-in Man Cannons are disabled. | ;[[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. | |||
;[[Narrows (Level)|Narrows]]:Man cannons are disabled; the rocket launcher on the lower level energy bridge disappears. | ;[[Isolation (Level)|Isolation]] | ||
:The 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 the sky bubble's "floor" disappear, causing any movable objects in the sky bubble to fall. | |||
;[[Sandtrap (Level)|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 (Level)|Snowbound]] | |||
:The built-in shield doors are cut, and the automated turrets no longer shoot. | |||
;[[The Pit (Level)|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 (Level)|Valhalla]] | |||
:The built-in Man Cannons are disabled.::Man cannons are disabled; the rocket launcher on the lower level energy bridge disappears. | |||
:All objects disappear for a few moments, then respawn. | |||
;[[Narrows (Level)|Narrows]] | |||
:The built-in Man Cannons are disabled.::Man cannons are disabled; the 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. | ||
*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 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. | ||
*Some players have also said that the so called "Ghosts of Halo" are actually Guardians that attack the overloader of a map,note the name "Guardian" meaning protector,having evidence of them "protecting" any map from overloading. | |||
*It is also possible that the Guardians have a built-in script letting them stabalise any overloading map,as such saving it from crashing. | |||
[[Category:Glitches]] | [[Category:Glitches]] | ||
[[Category:Halo 3]] | [[Category:Halo 3]] | ||
[[Category:Halo 3 Glitches]] | [[Category:Halo 3 Glitches]] |