- - The Fire
- - The Fire Escape
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-Uploaded v.12 of the campaign
Lighting changes
Some fog
More details
Warehouse door now closes once everyone is inside
Added some sounds
Worked on the warehouse a little
Horde no longer starts instantly at the beginning, must be triggered
BOOM
Optimizations
(the issue regarding the director spawning it's own tanks/witches apparently has not been resolved as I thought, I will continue to look into fixing this)
10/17/12
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-Uploaded v.11 of the campaign
More lighting changes
Infected spawn changes
Nav changes
Item spawn changes (including a chance for lasersights)
Some particles added
Some custom graffiti added in the destroyed saferoom (let me know if you have any black/purple missing texture issues)
Expanded the map a little, which added a warehouse(currently a WIP)/tank event
-Side note, there is only suppose to be one tank and witch, however due to some problems that will hopefully be worked out by next weeks version, the director may still choose to spawn it's own in addition to the ones I've placed. EDIT: This has been fixed and won't be a problem in next weeks version.
10/09/12
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-Uploaded v.10 of the campaign.
Lighting changes
Further expansion of the map that includes a small run down playground just outside the apartments, three apartment areas that are accessible (two of which will randomly be chosen between to be blocked off), and access to the parking lot by the bus has been included.
Color Correction has been added
Item spawning has been changed
Nav has been updated
New screenshots uploaded
10/03/12
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-Uploaded v.09 of the campaign
Added some sounds
Expanded the map
Messed with the nav a bit
Added more detail
09/27/12
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-Uploaded v.08 of the campaign
Additional lighting
Built the other side of the alley
More detail here and there
09/23/12
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-Uploaded new screenshots
-Uploaded v.07 of the campaign.
Extended further out into the city
Added more detail in various places
Fixed a few items that weren't showing up in game
Added some music to the intro
Changed lighting slightly
09/21/12
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-Uploaded v.06 of the campaign that differs from v.05 in the following ways:
More details in the campaign
More buildings around the area
09/15/12
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-Uploaded v.05 of the campaign, it's changes:
Extended further away from the starting area.
Moved the doors in the broken saferoom so it's easier to pass by them.
09/14/12
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-Uploaded version v.04 of the campaign, it has the following changes from v.03:
Alot more detail
Changes to the area around the bus furthest from the starting area
Intro Camera has been added
Lighting adjusted
The broken saferooms doors no longer move
09/11/12
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-Uploaded newer screenshots.
-Uploaded v.03 which has the following changes from v.02:
Extended the map away from the starting area.
PanicEvent at the start of the map (which does and doesn't work, see Nav Changes below for details)
Lighting changes
-Nav Changes:
Removed the original nav and will not be updating it until the map is fully built. It was too much of a hassle to keep updating it for each release. So for the time being, bots and infected will be relatively dumb and they won't all be able to reach certain areas, and won't all work properly with certain events.
09/09/12
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-Uploaded new screenshots.
-Uploaded v.02 of the campaign which has the following changes from v.01:
More buildings in the background around the area
Changes to the overall atmosphere to give it a more fiery look
Expanded away from the starting area a little bit more
Changes to the starting area so that the bots have an easier time with the fence
9/08/12
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-Uploaded new, better quality screenshots of the campaign showing some of the new things I'm building.
-Removed the original screenshot I uploaded (was a very low quality shot from before I had even compiled v.01).
9/06/12
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-Finished widescreen campaign poster.
-Uploaded the current version of the campaign. Only the first map is playable at the moment and it is incomplete. If you notice any problems with the map, please let me know. Will upload a new current version sometime next week.
9/04/12
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-Began work on campaign.
"The survivors are holding out in an abandoned building with a few other uninfected. A fire breaks out, forcing them out the back of the building and away from the others, and also into the waiting hordes ambush. They're swarmed and barely make it out alive. Now alone and out in the open, they desperately start searching for safety and a way out of the city."
(If anyone wants the full size (1366x768) campaign poster as like, a wallpaper or something, just lemme know and I'll link it to you)
READ THE CHANGELOG PLEASE.
ALSO NOTE THAT THIS IS INCOMPLETE. IT'S IN BETA SO PEOPLE CAN PLAY IT AS I BUILD IT.
Tagged: Co-Op, L4D1 Survivors, Up In Flames, Prequel, No Mercy
Environments: City / Urban, Industrial / Commercial
(?) Public Revisions: Upon Request
I'm sorry that 2 months after starting my very first project with hammer ever and working tirelessly all by myself that it's not quite done enough for you yet.
Impress
Cons:None
Conclusion:I am very impress on the progress with your level's. I have been following since you started "Up In Flames". please continue on building more level's on this campaign. Take care. Richard and Jonathan Bowden
Noticed this note in the change log:
"the issue regarding the director spawning it's own tanks/witches"
That's not really an "issue", is it? That's what the director is supposed to do.
Or would you prefer to script your own?
I know you can do that, but not sure how much "control" you have over the director.
Usually it's the director's job to control spawning of stuff, including the zombies.
It's only an issue because I have my own tank and witch setup to spawn where I want (and the tank is for an event, witch could get moved/deleted eventually), however, the director is still spawning it's own on top of that (which is unneeded).
I know it's been awhile since the last update but I've been quite stumped on a few things, and I also took a little break from working on this as a result.
Fair warning too, the next update will be at least a couple weeks off, as I plan to overhaul a lot of things.
There's one part which I am stuck can't go through which is after which u enter the warehouse, the door automatically closes but there's no way to go another side and it would be best if you could provide a video spoiler showing how to bypass that area
Be the first to provide a video for this add-on!
Impress
Cons:None
Conclusion:I am very impress on the progress with your level's. I have been following since you started "Up In Flames". please continue on building more level's on this campaign. Take care. Richard and Jonathan Bowden







Dimmu Borgir
is it only gonna be two chapters when it's done?