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Up In Flames

Author: CyreidesGame: L4D2Add-On: CampaignMaps: 1/2
Awaiting4 votes Co-op map for co-op play
Lookout, hot loading screen.
1/2 Maps Available
  • - The Fire
  • - The Fire Escape

-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



(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)


-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.


-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


-Uploaded v.09 of the campaign

Added some sounds

Expanded the map

Messed with the nav a bit

Added more detail


-Uploaded v.08 of the campaign

Additional lighting

Built the other side of the alley

More detail here and there


-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


-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


-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.


-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


-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.


-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


-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).


-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.


-Began work on campaign.
11/09/2012 Version: 0.12 (alpha) Size: 21.75MB File: upinflames.vpk Downloads: 3,761 Views: 25,191

"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)



22 Comments and 1 Reviews
mark1976 Criticmark1976 Posted 8 months ago

is this project still in development or dead?

Yeah... would be interesting :D

7 months ago

Dead, sorry. I lost the files from the new version I was working on and all the old versions.

5 months ago
smael123 smael123 Posted 1 year ago

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

Yes, only two maps.

1 year ago
Dimmu Borgir CriticDimmu Borgir Posted 1 year ago

14 updates and you're still stuck on one map?

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.

1 year ago

Well I appreciate your work. :)

1 year ago
rjbowden1991 rjbowden1991 Posted 1 year ago





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

Trunten CriticTrunten Posted 1 year ago

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).

1 year ago
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Up In Flames rjbowden1991 rjbowden1991 Posted 1 year ago





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

Up In Flames
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