Battlefield 3 - out of bounds stuff in Operation: Swordbreaker
0:00 - here's a second way to go out of bounds using the level streaming exploit. Move to and fro near the doorway that leads to the classroom to force the game to keep loading and unloading the street level up ahead.
(Note: I've heard that the game loads too fast on PC for this exploit to be of use, but at least console-players can have fun with it.)
0:31 - I go inside the apartment building early to see what will happen. Pathway to the large room on top floor is open, and the room itself is loaded, although empty of any assets. Nothing else can be done here, and you're basically stuck after this.
1:09 - nice little test cubes floating in the unloaded area.
1:30 - I get to the street in front of the temple early to see what will happen. Short answer is, nothing happens. The street itself has a lot of mission fail-collision, since the game doesn't want you to be there at this point yet.
2:12 - Here's a simple way to go out of bounds from the 2nd part of the level, using the dumpsters to the right of where you come out of the temple. (I first saw this OoB in Youaveko's vid, so credits to him.)
2:31 - the NPCs you can see scattering about as you step out of the temple are still hanging out nearby. More than one of them share the same coordinates, so they look a bit glitchy. They also don't react to attacks, so they just stand around holding an invisible weapon forever.
3:10 - another batch of glitchy NPCs. This one looks the glitchiest of them all with a whole three guys stuck to one spot.
3:41 - you can still find two batches of glitchy NPCs at the other end of the big "highway".
4:07 - after you pass through the temple, the 2nd part of the level loads while the 1st one mostly unloads. So I take this opportunity to go back and explore the start of the level while it is mostly unloaded. But first, sniping some test blocks and a mysterious ally stranded in the middle of unloaded nothingness.
4:25 - the 1st part of the level barely has any level graphics, just some random assets like furniture. There is also no collision other than the level "ground" collision, but that's good enough, and allows us to traverse all the way to the start of the map like this.
4:50 - the mysterious soldier hanging around is actually the dude from your squad who was shot by sniper earlier in the level, and who was supposedly rescued. Meh, at least it looks like he's gotten better.
5:15 - the classroom now has a more outdoorsy feeling. Looks neat with the various assets seemingly suspended in mid-air all around the place.
5:54 - here's the dog model you briefly see near the start of the level, all passive. Kind of creepy.
7:10 - back to the very start of the level. That commander guy is so focused on reading the mission notes that he doesn't notice everything has unloaded around him and that his gun has been pilfered by a subterranean poltergeist.
7:27 - here's a bag of cement that is apparently "Paska" brand. You might find this weird if you know some Finnish swear words.
7:42 - back to 2nd half of the level again. Here's a nice looking glitched up shadow effect.
7:59 - it might be a potential skip if you could (at the start of the 2nd half of the level) reach the vent of the small underground basement from out of bounds. But it seems like the basement is too far away, and you can't reach it with jumps... The fact that ground is invisible isn't helpful either.
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