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General Category => Hammerwatch Discussion => Topic started by: Hipshot on August 11, 2014, 03:36:46 PM

Title: Beta test the new campaign.
Post by: Hipshot on August 11, 2014, 03:36:46 PM
Steam only, we need to have this tested before we can make a final launch of it.

Play with your friends and whatever, it's the entire campaign, all levels, all bosses, all secrets the full story. NO achievements though.

This is the password for the steam beta: DesertCampaign130

Please write what you think about difficulty, the vendor upgrade system, the new level deisng approach where you have a central hub and all that.

ALWAYS BACKUP YOUR MODDING CONTENT

If you have any extracted assets from the game, like the english.xml you probably want to move or delete those. An old english.xml will conflict with our new one.
Title: Re: Beta test the new campaign.
Post by: MadMan on August 11, 2014, 05:27:45 PM
Cool
Title: Re: Beta test the new campaign.
Post by: MadMan on August 11, 2014, 05:41:40 PM
So far, the map LOOKS amazing, but the dialogue is a bit ughh. It's probably just me, the dialouge gets boring to read, and just tires you, until the point when you just ignore everything, and not read it at all, because theres just too much.
Title: Re: Beta test the new campaign.
Post by: MadMan on August 11, 2014, 05:47:04 PM
The dead guy under the library doesn't have a minimap icon.
Title: Re: Beta test the new campaign.
Post by: Phantom on August 11, 2014, 06:43:58 PM
Hm, for some reason my steam crashes and I can never start steam back up trying to launch it.
Title: Re: Beta test the new campaign.
Post by: Hipshot on August 11, 2014, 06:45:33 PM
So far, the map LOOKS amazing, but the dialogue is a bit ughh. It's probably just me, the dialouge gets boring to read, and just tires you, until the point when you just ignore everything, and not read it at all, because theres just too much.

No need to read most texts, but the ones with "!" is probably things you want to read, because some of them are required to complete the campaign... you can just activate the text though, for most part the event triggered is done so at the start of the actual dialogue.
Title: Re: Beta test the new campaign.
Post by: Hipshot on August 11, 2014, 06:46:04 PM
Hm, for some reason my steam crashes and I can never start steam back up trying to launch it.

What do you mean? Did you input the betacode at the right place?
Can't you start steam at all?
Title: Re: Beta test the new campaign.
Post by: Phantom on August 11, 2014, 06:49:32 PM
I input the beta code and updated to the beta. I launch hammerwatch then steam froze up and crashed. I could not restart steam at all after that so I try to kill the process but couldn't.
Title: Re: Beta test the new campaign.
Post by: Hipshot on August 11, 2014, 06:54:21 PM
Delete the entire Hammerwatch directory outside steam, in the steamapps folder and then start steam again and redownload it.

Uh, backup any mod before you delete anything...
Title: Re: Beta test the new campaign.
Post by: Phantom on August 11, 2014, 09:20:30 PM
Did that and it crashes right as I input my username... I get the bootstrapper error from steam after that. I guess I'll just wait for final release then. Redownloaded, etc, it only happens with beta for some reason for me.
Title: Re: Beta test the new campaign.
Post by: prophet on August 11, 2014, 09:46:00 PM
I went through the campaign once.
I think I've found every room and secret, except for that one guy locked in temple f1 (and a random ? baloon that I've considered a bug).

Bugs and BadDesigns:
LIBRARY - make the spawner from the library coming from the entrance (with the npc) to the side, so the player doesn't get in a loop while pressing up.
ARENA - There's a boss hp glitch (keeps flashing up and down, probably related to boss respawning constantly?).
PASSAGE - There's no ground indicator of flower hit area || door spawner problem as in library.
TEMPLE F1 - There's a ? baloon close to the lever guy room, inside a wall.
TEMPLE F2 - mana tower (purple) hit's glow sometimes stays after hitting.
TEMPLE F3 - after activating the portal back to the hub you can't come back from the hub to this lvl.
SUN TEMPLE ENTRANCE AND LIBRARY - down exit door has no map indicator
OUTSIDE - the npc next to the final boss portal says it's activated even if it's not || make it so the cook has a potion vendor icon (I included the lack of this npc as a bug untill I actually found out it was a quest unlock - let it  be clear from the start).

Boss Feedback:
ARENA - Put enemies inside the Arena with the SandMouths. It's easly cheeseable if you go to the bottom of the screen and move horizontally.
KRILIT - We definetly need some new mechanic for this one, as it's a recycled crystal lich. Make it so you slide in the icy floor is a good start.
FINALBOSS - The whole concept of being able to leave the room is ok, but it gets a bit annoying to move in and out through those vaults. I went in cuz of completionism, but it cut out a lot of the adrenaline from the boss itself.

Miscelanea:
MIRROR - There's a mirror reward for killing one tower. I usually kill every monster in the game, but I can see ppl who skip stuff getting stuck with this one!

That's it.

P.S.: Hipshot, plz answer my questions in the composite thread, will ya? I'm quite frustrated as of now... If you can also take a look in the designs I've come up with in my HammerSouls thread, would be nice to have some light.
Title: Re: Beta test the new campaign.
Post by: Hipshot on August 12, 2014, 01:22:21 PM
Thanks prophet.

For all modders and people who might run into issues with text that looks like this: "d.npc.vendora1"'
Go into your assets/language folder and delete the english.xml file.
Title: Re: Beta test the new campaign.
Post by: prophet on August 13, 2014, 01:55:01 AM
No problem.

I did a multiplayer run, found a weird loop in the passage lvl, where from the second to last section we would be warped back to like... the 2nd section? kepting loop back and foward instead of moving us to the next section.

Ah, also, nice idea on making the entrance to temple floor 3 randomized! I was surprised at first.


P.S.: In a side note, there was a problem with ppl not being able to deal dmg or collect coins, but I'm afraid it was lag/ network problems. Just throwing it out here.
Title: Re: Beta test the new campaign.
Post by: CrusaderDeleters on August 13, 2014, 03:27:14 AM
I like this campaign. Nice work.
I'll be playing this more tomorrow, and doing a more thorough list of faults and little minor things.
But one thing that bugged me was the rocks on the surface didn't have a map icon. So it looked like you could go a certain path in the map, but you really couldn't.
Title: Re: Beta test the new campaign.
Post by: Olaf on August 13, 2014, 05:36:50 AM
Just got started. Having a sense of people and towns is a nice change after so many dives through the main campaign always being waist deep in monster!

Is there anything you can do about the dialog interface?
A button to scroll through to the next message would be great. I've walked away from 2 different people now having read what they said, only to find they had more to say.
If you can make it button sensitive, it might be easier to read through the dialog if each sentence had its own box with a (more..) or some kind of icon to indicate they have more to say on each box until they dialog is complete.

That seems pretty intuitive to me when it comes to talking to NPC's. It also, hopefully, would reduce the size of the text boxes. Large blobs of text are daunting, and I have friends with this game that wouldn't even bother to read it the moment one of those huge boxes filled their screens.

EDIT: Right after posting this, I found the guest book. That's really nice to look at and gives you an idea of where you are in flipping through the book. Must better then trying to talk to the NPCs.

EDIT 2: Arena boss mysterious reset his HP bar on me. I had killed 3 of the mouths and the HP bar was at about 65-70%. Did a little damage to it in the south central part of the map. It wandered off, and suddenly had full HP again. Another mouth finally showed up and died quickly without changing the boss HP. The rest of the fight went fine with the final mouth going showing boss HP bar damage until I won.

Playing as Cleric on Hard. Inf lives. with Run Speed 1, Smite 1, Move Penalty 1, Drain Circle, and 1 mana upgrade. Picked up 4 damage upgrades, 2 armor, 1 mana, and 3 health. Had around 343 gold during the fight. Is there any other info that would be helpful for these situations?
Title: Re: Beta test the new campaign.
Post by: MadMan on August 13, 2014, 10:40:54 AM
The mole hole boss, is meant to reset his health, as every mole i think has their own hp bar. I killed like 4 moles, and there was one left, which had it's own hp bar, and it actually went down, unlike the others, and once it went down, i won.
Title: Re: Beta test the new campaign.
Post by: MrJanCraft on August 13, 2014, 03:11:10 PM
at The First boss when i touch the sandswirl the game crashes and i mustreset the game and must fight the boss again.
Title: Re: Beta test the new campaign.
Post by: Olaf on August 13, 2014, 11:45:17 PM
The mole hole boss, is meant to reset his health, as every mole i think has their own hp bar. I killed like 4 moles, and there was one left, which had it's own hp bar, and it actually went down, unlike the others, and once it went down, i won.

Interesting. Then rather then being a bug, is it that the display is unclear?
Title: Re: Beta test the new campaign.
Post by: CrusaderDeleters on August 14, 2014, 12:39:02 AM
The mole hole boss, is meant to reset his health, as every mole i think has their own hp bar. I killed like 4 moles, and there was one left, which had it's own hp bar, and it actually went down, unlike the others, and once it went down, i won.
Interesting. Then rather then being a bug, is it that the display is unclear?
Observed. Each hole DOES have its own health.
I think somebody should add a more variable boss health system to the moddable GUI. ;)
Title: Re: Beta test the new campaign.
Post by: Gimlao on August 14, 2014, 02:10:56 AM
There is a new shop whose logo is a horseshoe, but on the map, it is marked "Vitality" with the logo of Vitality shop. =p

https://dl.dropboxusercontent.com/u/12308005/Pictures/hw13_01.png (https://dl.dropboxusercontent.com/u/12308005/Pictures/hw13_01.png)

So I don't know what's its real name.
Title: Re: Beta test the new campaign.
Post by: CrusaderDeleters on August 14, 2014, 02:40:55 AM
http://imgur.com/JcmY6nm
Well, this is pretty gamebreaking. I placed the second mirror first, then the first one.
Also note the random question mark in the corner.

I don't have a picture of it, but in Krilith's storage room, after you destroy the healing post, and the entrance is a little broken, you can hug the wall from the right side at the start, head up, and you'll be able to exit the map.
Plus, you actually have to reenter the room to be able to pick up all of Krilith's loot, which I find a little stupid, because you can miss the loot and think you weren't rewarded. As a fix, you can probably do what you do with normal Hammerwatch campaigns and have a room open to the side, where it has all of the loot. Or make Krilith drop a key.
And one thing that I hated was the Krilith boss fight entirely. It was a nice idea, but I think that it was too hard (as a paladin) to get in and actually deal damage to him.
Title: Re: Beta test the new campaign.
Post by: CrusaderDeleters on August 14, 2014, 03:22:46 AM
http://imgur.com/JcmY6nm
Well, this is pretty gamebreaking. I placed the second mirror first, then the first one.
Also note the random question mark in the corner.
If you place the third one in, it will break the objects in the way but not activate the beam for the third mirror.
When you place the fourth one, it will work as intended.
But this can still be game-breaking.
Title: Re: Beta test the new campaign.
Post by: Olaf on August 16, 2014, 04:18:34 AM
On the second boss, we were able to get out of bounds during the fight. Somehow the wall in the upper right corner of the room you start in could be walked through, despite visually still being there.

There's a section in Temple 2 where you can walk out on the blackness. It's a 4 square vertical strip roughly in the middle. You enter from the bottom left side. Again, doesn't break anything, but odd that you can do it. Sorry no screenshot, I can't seem to get my computer to capture/save anything.

Temple 3's Teleporter didn't give us a return option. The bottom left rune didn't show up on the circle when we returned to the surface. This was a hard online game with infinite lives, wizard/warlock duo. A few other teleporters were also not active (by choice or missing them). I'll look into which other ones we didn't turn on if that would help.



Here's some enemy feedback now that I've spent more time with the campaign:

BOSS 1 - They all wanders off way too much. I don't think it would hurt if they were a tad more aggressive to give more chances to actually land a hit, particularly for melee heavy characters. Even having them stay out a half second longer would be a much appreciated change to the encounter. All in all, the most frustrating part is still waiting for it to come back, only to get one chance to attack and have it wander off... again.

BOSS 2 - The blast radius on his far around him orb circle is freakin' huge! (at least on hard difficulty). It's almost impossible to approach him without getting hit by it at least once. A slightly longer wind up time before it has a hurt box or a smaller blast zone would make that attack not feel like it needs pixel perfect timing to avoid.
Also, do the icicles need to be there? It's tricky enough trying to dodge all the tracking projectiles to get a shot at the boss. Throw in frequent instant kill gigantic AoE adds an element of randomness that sometimes slowed the fight to a crawl. It would be nice if they were less frequent and/or smaller in size, like the dragon's meteor strike.

BOSS 3 - Holy crap, this guy on hard difficulty, holy crap. Is it actually possible for a player to solo him on hard? With just two of us we couldn't cope with the sheer number of enemies and attacks going on. He had healed himself back up to almost 50% because we were dying so often. No suggestions here, just felt the need to comment. Talk about a daunting encounter!

FIRE/ICE ORB WIZARDS - The hit box for their attacks seem to show up instantly with no indicator other then your own sense of timing, similar to the Boss 2 orbs. A few more frames of visible start up before they deal damage would make these guys feel far less cheap. Difficulty doesn't seem to make a difference for these attacks.

PLANTS/PINK HAT ENEMIES - They both do an out of the ground below the player attack. The wizard really struggles against these because he must stop moving to us any attack. I suppose this is more a wizard issue then the enemies themselves, but I still felt it was worth noting.

MINI-BOSS MUMMIES - If these guys are designed to be enemies you need to bait into traps to kill safely, job well done! If there is a way to actually melee them without being eaten alive by locust, it wouldn't hurt to offer a tip about it in game in a hard to miss spot.


SUN BEAMS - could you maybe open up the hallways these pass through so travelling past them isn't a chore in very careful button tapping to get a wall hug going? It hampers exploration and really turns into more of a frustration then a fun mechanic.



Overall it's a solid campaign. The difficulty has been frustrating in the good way. It makes me want to play smarter and try new strategies. Definitely feels like it was made with multiplayer in mind, as playing solo is actually pretty daunting! This is all meant as feedback, and is completely subject to opinion, at least for the enemy suggestions. The bugs are... well, bugs. XD
Title: Re: Beta test the new campaign.
Post by: Olaf on August 17, 2014, 05:01:25 AM
Developed a ranger for Hard specifically with the last boss in mind.

Phase 3 was manageable with the addition of the crystals.

The final phase is impossible, at least solo.

The tracking fireballs are the nail in the coffin there. It's just too much deal with.
They're fast, numerous, and almost impossible to avoid when they're the ONLY thing after you.
They are impossible to dodge when the crystals and minions are also hounding you.

You die in 2 seconds, boss heals another 30% back, and you've pretty much lost all hope of ever taking his full life bar away when you can't even get a hit on him.


Now I could see 4 people being able to do that a bit better, as the attention of everything on screen would be divided and ideally at least 1 person could stay alive long enough so the boss can't heal... but if the fight is going to stay as it is, it would be lovely if it scaled based on number of players in the game.

Any one of these would make it feel less impossible:

- Healing rate scales down with fewer players
- Less tracking fireballs with fewer players
- lower tracking fireball damage in general
- longer cool down between tracking fireball usage
- change them from tracking fireballs to a predictable pattern swirl out around the boss (I thought it already did this until I tried it again)

Again, the boss is a great challenge and it's been a blast trying to beat him. But the final phase could really use something to help games with less then 4 players not instantly explode upon trying to step on that platform.


This was a 150 HP ranger with, I would guess, somewhere between 10 and 14 armor. The tracking fireballs were pretty much instant death every time. No way to escape (usually crystals), no room to dodge them (other fire balls/minions on screen) without still taking damage, and even the gold I could still get, I couldn't see another 30-40 health or 1-3 more armor saving me. And I hadn't even died against the boss until the final phase.
Title: Re: Beta test the new campaign.
Post by: m4steroflamo on August 19, 2014, 10:36:47 PM
could u pls put patch notes for this some wheres  or atleast update the main post here with any none bug fix changes cuz if u add stuff or change mobs or something that be good to know just got a patch and no idea whats in it
Title: Re: Beta test the new campaign.
Post by: Hipshot on August 20, 2014, 09:44:19 AM
This hasn't been patched =)

But we will patch it soon, with several fixes, it will be a more public thing then too.
Title: Re: Beta test the new campaign.
Post by: Hipshot on August 20, 2014, 03:46:58 PM
Now it's patched.

Fixed and updated:

Thief:

* Thiefs skills do not cost money
* Thief hits with both daggers
* Thiefs skills costs more


Desert:

Hud: Added a mission information panel on tab, it will tell you what to do, if your forgot or so

Boss 3 (Sha'Rand):
*Seeking fireballs, turn speed changed down by 50%, should be much easier to avoid them now. Also casts them less frequently
* Floating pyramids, spawns less and less frequently

Boss 2 (Krilith):
* Fixed a bugg where you could exit the level, doubled the timer from 400ms to 800ms for his frost balls to explode
* Icicles spawns much less frequently

Boss 1 (Sharks):
* Much more aggressive when fewer numbers
* Added fly traps around the level so you can't walk around as easy

Blue and Red Lich: Like with boss_2, increased timer from 400ms to 800ms on exploding balls
Mummy Miniboss: Deals less damage (30 instead of 50), summons flies less frequent

Outside: Added a save point
Temple 3: Fixed TP bug, where you couldn't return to the level

Fixed up various minimap errors, gambler now has a proper minimap icon

What has not been fixed, but I'm aware:
* Spawnpoints in the library and passage level
* Return level from Boss 2, you still need to go back up for the rewards
Title: Re: Beta test the new campaign.
Post by: m4steroflamo on August 20, 2014, 04:49:05 PM
thx for notes and thats weird cuz i swear my hammerwatch updated 50 mb or something just before i posted that but oh well was probly unepic i mix them up sometimes when i just glanc at icon in dl bar

i like that u removed the money cost i always thought that using both money and mana was kinda not fair and after thought removing mana would make class kinda weird with passive u earn money just to use it kinda a waste
Title: Re: Beta test the new campaign.
Post by: Gimlao on August 21, 2014, 12:15:58 AM
Just one suggestion :

On the Title Screen, clicking "Single" then "Start" will automatically launch the first campaign.

Maybe it would be nice to ask for campaign 1 or 2, without going into the "Custom" menu.

[Edit] Done in 05/09/2014 update !
Title: Re: Beta test the new campaign.
Post by: NekoBaron on August 21, 2014, 08:28:22 PM
Here's a link to a number of map/graphical errors.

This should link to all my steam hammer watch picture since there a load to link, the spoiler hid ones are the new campaign.
http://steamcommunity.com/id/Neko_Baron/screenshots/?appid=239070&sort=newestfirst&browsefilter=myfiles&view=grid

Biggest issue I had was I skipped the 2nd ice boss by jus not going into the place, which confused the quest hud current quest info a lot. And me since I killed the last boss, yet Richard wouldn't tell me I forgot the other boss and sat there silent like a jerk >:/ till I noticed the boss icons on the hud and ended up looking for what I missed.

The end boss felt like a bit of a mess since you added secret rooms to drop down into, it was also annoying the hell out of me wondering how I was meant to get to them in the first place (Which I realised on the last boss).

Mostly it just felt a bit weird being able to just leave the boss room when you wanted, and the boss healing them self more than the current 1/4 stage they're on.


I played paladin on normal, only problem I had was the bloody annoying amounts of slow debuffs, that was playing solo though.
Title: Re: Beta test the new campaign.
Post by: Clyph on August 21, 2014, 11:03:02 PM
Just thought i would share my impression of the beta so far.

I enjoy the shop and level design on campaign 2 much more than 1. Temple is my favorite level in the game so far.

I didn't make it to the the 3rd boss just yet, but so far the 2nd boss fight is the only one i don't like. You can kite Krilith easily with the paladin(aggro all homing attacks) while a ranger shoots from a distance making the fight too easy in group play. Also Krilith imo uses homing attacks too frequently making it very difficult for melee classes to fight him solo.

I'm also not a fan of the thief changes if the changes were meant to buff him because they do the opposite. thief's damage does not scale as good as before with damage pick ups(and combo), so he does less dps now. The only positive thing about the changes is parrying is much easier.
Title: Re: Beta test the new campaign.
Post by: Hipshot on September 06, 2014, 10:16:49 AM
Beta was updated! For gameplay, the biggest changes are tweaks to the second and last boss. I will most likely tweak the last boss even further, tone down the healing when you are not around.

Achievements:

* Added several for the desert campaign, they should work in the current beta now
* Added one for the completion of both campaigns

Menus:

* Reworked several of the menus, they should all work in any of the selectable resolutions now.
* Added two more resolutions, one 4k and one super small
* Now possible to select campaign1 or 2 from the menu
* Looked over some features, added a color switch button instead of clicking on the hero in the lobby
* Delete and Rename saved games
* Single and Multiplayer have different load menus and games are filtered
* More random backgrounds and you now see more of them, if anyone ever cared =)
* Logo is twice the resolution =)

UI:

* Added some small sprites for mana drain and slow effects, over the player. So it's easier to see when running w/o effects and lights

Campaign:

* It should now not be possible to avoid boss_2 (KRILITH) and get to temple_3.
* No need to exit and enter the boss_2 level to get the rewards
* Boss_2 has been reworked a slight bit, there are a few frozen minibosses in the room to replace the frostblocks and he has one special attack that's really fast
* Boss_3s (SHA'RAND) pyramid floaters has been replaced with another attack instead, the current one is much better and makes the boss easier. I will need to look this over a bit more though, effect and so
* Fixed several smaller errors around the game
Title: Re: Beta test the new campaign.
Post by: jaZz_KCS on September 06, 2014, 12:55:14 PM
Super!

Any idea when you will be able to unleash the new campaign onto us humble buyers as well? Can't wait.
Title: Re: Beta test the new campaign.
Post by: Phantom on September 06, 2014, 08:17:23 PM
I finally got the beta campaign to work out for myself. I'm taking a break so I haven't gotten to the first boss yet, but I do have one question.

Is the the autofire slower now? Compare to version 1.23 and beta 1.3, archer arrows are a lot slower now if I hold down autofire. For me to reach maximum potential of shooting, I would have to spam the attack button (which would be rough for people with RSI or carpal tunnel). Paladin still seem the same autofire since 1.23 which isn't the max speed either, but doable I guess.
Title: Re: Beta test the new campaign.
Post by: Hipshot on September 07, 2014, 11:07:58 AM
@ Jazz, a little while, I think I can say that it will be in your hands within a month, honestly I think before, but you never know what happens.

@ phantom, it's slower yes, I forgot to mention it. I don't know how it was changed, but it was changed so that it was more balanced AFAIK.
Title: Re: Beta test the new campaign.
Post by: lochetic on September 11, 2014, 02:01:50 AM
So far so good. Played through the singleplayer as a ranger.

Other than a couple of graphical bugs, there is only one gameplay issue I'm having:

Right now I'm stuck at the 2nd floor of temple. Pretty much cleared the whole floor and found the secret that allows you to get access to the pyramid of fear.
However, my path to the 3rd floor is obstructed by the pillars.

(http://cloud-4.steampowered.com/ugc/29593987714294991/DC95FF83DDDFF4B69D7AE42BBA7CE976BD04FFD3/1024x706.resizedimage)

As far as I know, I've already triggered all mechanism. I'm not sure if this is a bug or if I'm missing something.
Title: Re: Beta test the new campaign.
Post by: CrusaderDeleters on September 11, 2014, 11:53:19 PM
As far as I know, I've already triggered all mechanism. I'm not sure if this is a bug or if I'm missing something.
At this point you have to go back outside, and head west again. Talk to the person who's missing the Pickaxe, and give it to him. He will remove the rocks next to him (and in several other locations, IIRC). This will take you to floor 3 of the Temple of the Sun.
Title: Re: Beta test the new campaign.
Post by: lochetic on September 12, 2014, 12:03:55 AM
As far as I know, I've already triggered all mechanism. I'm not sure if this is a bug or if I'm missing something.
At this point you have to go back outside, and head west again. Talk to the person who's missing the Pickaxe, and give it to him. He will remove the rocks next to him (and in several other locations, IIRC). This will take you to floor 3 of the Temple of the Sun.

Oh...my...Dog  :-[
Title: Re: Beta test the new campaign.
Post by: Gimlao on September 12, 2014, 12:13:01 AM
Can we stream the Beta on Twitch (or hitbox) ?

Or we have to keep it secret to the viewers for now ? x)
Title: Re: Beta test the new campaign.
Post by: Hipshot on September 12, 2014, 09:21:32 AM
Go ahead and stream and show to anyone you want.
Title: Re: Beta test the new campaign.
Post by: CrusaderDeleters on September 13, 2014, 02:15:27 AM
Go ahead and stream and show to anyone you want.
He did release it publicly, afterall.
Title: Re: Beta test the new campaign.
Post by: Zeronex on September 15, 2014, 05:41:10 PM
Very nice campaign, but i have one problem. How do i get the pyramid in cave level 3? I run 2 times through all level, but didnt find the portal to get there.