Overload glitch (Halo 3): Difference between revisions

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{{ratings}}
{{ratings}}
{{Era|RW}}
{{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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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.
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]].


== Instructions ==
== Instructions ==
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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 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.
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/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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#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.
#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 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.
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, [[Heretic (Level)|Heretic]]'s grav lifts will not function. Most notably, the [[Guardians]]' scripted appearances (on Sandtrap, Sandbox, and [[Snowbound]]) will stop functioning.


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.
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.
 
It is also possible that a player who is killed in the explosion of trip mines will leave no sign of a body. This is more common on large maps.
=== Specific Effects by Level===
=== Specific Effects by Level===
;[[Assembly]]
;[[Assembly]]
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:The watchtowers are disabled. The grid and the sky bubble's "floor" disappear, causing any movable objects in the sky bubble to fall.
:The watchtowers are disabled. The grid and the sky bubble's "floor" disappear, causing any movable objects in the sky bubble to fall.
;[[Sandtrap]]
;[[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 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. Occasionally, if a player amassed a large enough amount of trip mines to delete the elephants, the trip mines will explode, killing the player but leaving no dead body at all.
;[[Snowbound]]
;[[Snowbound]]
:The built-in shield doors are cut, and the automated turrets no longer shoot.
:The built-in shield doors are cut, and the automated turrets no longer shoot.
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{{Glitches}}
{{Glitches}}
[[Category:Glitches]]
[[Category:Halo 3]]
[[Category:Halo 3 Glitches]]
[[Category:Halo 3 Glitches]]
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