Quadrilateral Cowboy

Quadrilateral Cowboy

61 ratings
The Capitol Cheese Agreement
   
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Tags: maps
File Size
Posted
Updated
12.485 MB
7 Apr, 2017 @ 1:41pm
25 Oct, 2020 @ 2:51pm
13 Change Notes ( view )

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The Capitol Cheese Agreement

Description
The Mission
The Capitol Food Corporation is rumoured to be adding tracking devices into their food products, transmitting surveillance data on the population on a widespread scale.

According to your clients, they are silently signing a new contract which may have devastating consequences. Your mission is to infiltrate one of their headquarters and retrieve the entirety of the contract for further investigation.

Installation
1. Press subscribe
2. Launch QC > Mods > Click mod > Activate mod
3. Career > Job Select > Start

Notes
- Quicksaving may appear to save, but doesn't load correctly
- Known bug - glitchy skybox :(

Feedback is appreciated! Please let me know if you had any trouble working out what to do, or if it was clear where to go. I'm interested in building more maps, so also let me know if you'd like to see those or if you have any ideas for maps! If you'd like to be notified when they come out, you can go to my workshop page and press 'Follow'.

Bonus: some developmental screenshots for those interested in the behind the scenes - http://imgur.com/a/ouFGl

Interested in making maps yourself? There's now a Quadrilateral Cowboy Discord channel! Everyone is welcome, mappers and fans alike :D

https://discord.gg/V8KRBZr

Thanks for playing!
65 Comments
JWard 3 Apr @ 5:54pm 
I'll basically echo what Papawoot wrote about their past experience with this map: Besides dealing with the glitchy deck by typing 'clear' and having to go back and forth between security systems, the Capitol Cheese Agreement turned out to be an amazing mod that made use of carefully crafted batch fires and planning (alongside paper and pencil of course).

There were a few glitches I encountered while playing, however:
- As I was solving one of the complicated puzzles on the 2nd floor (the rotatable table), the aimbot's laser disappeared inside the 2nd floor building where it was sitting, but was seen going through the windows outside of it.
- Copies of outlines of the hatches, panels, door, & camera) could be seen outside the borders of the map that I was playing on.

Other than that, I think this was a pretty good map to play through (albeit a bit ambitious at one point ^^;). Nice work!
deepfawn 28 Jan, 2023 @ 4:42pm 
i want to like this so much because its definitely incredibly well crafted and thought out but. dude you cant possibly ask out of me to memorize this many values and set up this much in preparation come on. theres hard and theres frustating
thefyrewire  [author] 19 Apr, 2022 @ 1:45pm 
@Pineapple Oh nooooo 😂 I'm so sorry this happened to you. Definitely been there
pineapple 18 Apr, 2022 @ 5:23pm 
really good map, however this happened and i am now quite literally dead inside https://youtu.be/yDd4UM0UFIg
thefyrewire  [author] 6 Jan, 2022 @ 8:09am 
@Papawoot thanks so much for playing!! If you check the change notes on the workshop page you'll probably see that I ended up replacing the wheel with a push button, and the fact you didn't seem to encounter any issues with the puzzle makes me glad that it's way more obvious and streamlined.

I think the bug you encountered can happen if the deck output maxes out. When that happens you can use the deck command "clear" to reset it so it can keep printing text. In a later workshop level I made I actually ended up putting this on the tab notes just because you were very likely to hit the limit haha
Papawoot 5 Jan, 2022 @ 8:29pm 
Was finally able to finish. The glitchy deck was a real hindrance. As soon as I would use blinks my deck would glitch and stop outputting text.

After resetting the mod several times and grabbing a pen and paper, I was able to acquire all the getpos locations for the aimbot on the second floor. I did enjoy the long strings of code required to get the aimbot and telnet systems to coordinate for the panels and switches.

I noticed a lot of people in the comments that mentioned something about shooting a wheel; but I'm not sure I understand what they're talking about. The level was challenging, but the puzzle wasn't crazy to solve. Most of the challenge was brought on by the faulty deck.


Overall, great work with this mod!
[CZ]PatVas 14 Oct, 2020 @ 10:32am 
damn the part without the deck was hard. but atleast its finishable in stealth
Melissanoma 2 May, 2020 @ 4:02pm 
finally made it to the last room and realized I forgot the weever in the hallway. go back to get it, the door bumps me as it's closing, alarm goes off because the door was open for 3.0001 seconds.

screw that! i'm not starting over agaaaaaain. rushed into the last room, did all the coding while hiding under the counter. hid under the table while the contracts were being scanned. threw a chair at the window to distract the turret, and finally burst through the window back to the courtyard to extraction point.

final time 51 minutes, plus 100 penalty minutes for tripping 10 alarms (not my fault; the turrets broke the windows), for a total in-game score time of just over two and a half hours

but hey-- a win's a win.
someguywhocanfly 10 Apr, 2020 @ 12:30pm 
Yeah okay this level requires way too much testing of values and precision, it's just a slog. There are some interesting ideas - I like the fact that you actually have to go in and out of different programs to accomplish things. But the level of automation to get into the room is just insane, and all the important bits are placed so awkwardly so that you can't easily reverse-engineer what youve done to check it or even necessarily rely on the physics to keep everything consistent.
There was probably a reason the main game didn't have any levels like this.
someguywhocanfly 10 Apr, 2020 @ 11:53am 
Oh wtf for real, you have to shoot the wheel? Why would you design a map around a feature without explaining that its possible? I just came here to ask if the level was actually even possible