Quadrilateral Cowboy

Quadrilateral Cowboy

The Verbose Vault Venture
38 Comments
thefyrewire  [author] 25 Feb, 2021 @ 5:02pm 
Thanks for playing! Glad you enjoyed it. I should probably make that "checkpoint" system a little easier to find, but it's still a bit wonky I think. Unfortunately quicksaving/loading doesn't work for custom maps :(
SadChara 25 Feb, 2021 @ 12:24pm 
Aww, now I read more and I see there's a quick save/load system. I played the whole game without noticing.
SadChara 25 Feb, 2021 @ 12:22pm 
Oh! actually I see that there's some kind of checkpoint system! I wish I had known that before, but also I don't want to read comments and risk getting spoiled before I finish a level.
SadChara 25 Feb, 2021 @ 12:20pm 
Great level! It's a shame that there isn't a save function in that game cause it took me more than an hour to complete.
buena 28 Oct, 2020 @ 4:08pm 
cool, thanks!
[CZ]PatVas 27 Oct, 2020 @ 2:37pm 
@thefyrewire damn i never noticed that
thefyrewire  [author] 27 Oct, 2020 @ 1:46pm 
@buena Ahh nope! I think that's just part of the Blendo Games sound effects/music? I just re-opened the map to check the filename and it's under /sound/world/amb_percussion.wav if you want to find it!
thefyrewire  [author] 27 Oct, 2020 @ 1:42pm 
@[CZ]PatVas There are buttons you can click just beneath the giant banner in the last room that moves the plant table left and right to shoot at the buttons
buena 25 Oct, 2020 @ 3:05pm 
@thefyrewire - I meant the music that's down in the little entrance way where the motorbike is standing against a wall, was that debussy? ^^
[CZ]PatVas 25 Oct, 2020 @ 9:02am 
@thefyrewire but there is tube on the buttons. i can only use one
thefyrewire  [author] 25 Oct, 2020 @ 8:35am 
@buena Thanks! Hope you enjoyed. Do you mean the music at the start? It's Reverie by Debussy!

Triple whammy actually- I'd been watching Westworld at the time and loved it, it's consistent with QC's Debussy's Clair De Lune AND it's public domain, so no copyright issues :D
thefyrewire  [author] 25 Oct, 2020 @ 8:30am 
@[CZ]PatVas You have to set up blinks/batches for each of the main tools (weever, aimbot, telnet) and execute them in the correct order to navigate your way to the safe
buena 23 Oct, 2020 @ 4:17pm 
Complex but wow its so well made with lots of attention to detail! what is the music by the motorcycle?
[CZ]PatVas 14 Oct, 2020 @ 4:05am 
How do you get past the last room?
thefyrewire  [author] 11 Nov, 2018 @ 9:49am 
Thanks! I consciously toned down the difficulty for this one, it's definitely more linear than the other maps (whereas the cheese one you kinda have to do a bunch of setting up first) (which was what I was going for but can be a bit confusing) ;D
Mr_Rixa 11 Nov, 2018 @ 9:34am 
This was pretty fun, but definetly not as challenging as the cheese one in my opinion. (or then I just got better from playing the cheese one first) It did still take me 30min to get thru at first run. Keep up the good work :3 :hana1::hana2:
MountDonut 11 Aug, 2018 @ 10:24am 
You, my friend, are a saint. thank you so much!! that level had better watch out, cuz im coming for it! thank you again!
thefyrewire  [author] 4 Aug, 2018 @ 7:56am 
Warning: Don't forget to have started the mission first (i.e. be outside the bank and NOT in meatspace/real world) - or you'll most likely teleport to the checkpoint with no equipment and no way to leave as you're technically not in the 'simulation'. Yikes.
thefyrewire  [author] 4 Aug, 2018 @ 7:55am 
Bonus checkpoint: (I snuck in an extra checkpoint for you in case you don't want to traverse the weever maze again lol. After you teleport to the room, set up the autocase for the buttons as usual then in console, type: trigger MH2AF - you'll teleport into the small passageway with the new hatch already opened :steamhappy:

I hope this helps!
thefyrewire  [author] 4 Aug, 2018 @ 7:54am 
"Checkpoints" - I have also added a makeshift checkpoint system. It's not perfect, but hopefully it helps a bit. I want to add a small in-game tutorial on how to use it but I wanted to push this out first. To use it, start the level as usual then press tilde/backquote (`) to bring up the console (should be enabled already, if it isn't go to Options > Advanced Options > Debug Console > Yes) then, to return to a specific portion of the map, type the following (read the warning first!) :

Weever Room
In console, type this: trigger AR3FW

Aimbot Room
(This is the room beyond. Just in case something goes wrong, use this checkpoint to return here). In console, type this: trigger LEN8K

You will teleport to that room and any doors that you would have already opened will open automatically.
thefyrewire  [author] 4 Aug, 2018 @ 7:45am 
Oh! My mistake. I had a sneaking suspicion after I sent my reply that that's what you meant lol. I went ahead and updated the level just now, so please feel free to unsubscribe from the level and resub to make sure you get the new version.

New hatch! - I have added a hatch in that small passageway in case of your situation. You can open it using the datajack after the weever reaches that end.
MountDonut 3 Aug, 2018 @ 4:58pm 
dang, so ill have to suck it up and tough through it, i guess! XD
however, im not sure if i was doing this correctly, but i was in the small passage connecting the two others, the one with lasers on both doors. The weevil was walking back to the begining to open the second door and let me through, but it fell. since i couldnt exit the room, i was royally screwed.
but hey, it adds a challenge! this is definitely my favorite mod for this game, i love it so much!! Thank you for adding this!
thefyrewire  [author] 3 Aug, 2018 @ 2:50am 
Ouch, sorry! I'd love to put in autosaves/quicksaves but sadly it's broken for mods :( It would definitely help! Concerning your thing though, use the weevil magnet in your inventory to retrieve it and try again, it's still a pain but beats having to redo the entire thing again.
MountDonut 1 Aug, 2018 @ 8:37pm 
holy crap, this is hard! i spent an hour trying to get through the stupid weevil maze, only to have it fall and have to restart the *entire* level. is there a way to set up checkpoints so that i dont have to go through it all in one foul swoop?
Paul 21 Jun, 2018 @ 3:04pm 
Cool
thefyrewire  [author] 21 Jun, 2018 @ 3:02pm 
Not actively yet, but very soon with any luck. I plan to keep making 'em for as long as I have ideas! If you have discord, feel free to join the QC server! I tend to post map updates there when I work on stuff. https://discord.gg/V8KRBZr
Paul 21 Jun, 2018 @ 2:54pm 
Sorry to ask but are you working on another map?
thefyrewire  [author] 21 Jun, 2018 @ 2:06pm 
You do need it, you just need to be quick on your feet 😁
Paul 21 Jun, 2018 @ 10:34am 
Also i'm pretty sure you are like the only person that hasn't forgotten about this amazing game. :steamhappy:
Paul 21 Jun, 2018 @ 10:31am 
Yeet. But now i'm having trouble with the laser at the door. I know I can just use the autocase again but do I need it still?
thefyrewire  [author] 21 Jun, 2018 @ 4:03am 
Ah cool 😂 I attempted to mitigate it as much as possible but technically you can still just throw the autocase through as well, then make it stand. More power to creative solutions 😅
Paul 20 Jun, 2018 @ 6:48pm 
I figured it out but the window thing was maybe a little to hard to pull of so I kinda bamboozled the game and put the autocase through the weevil hole. :)
thefyrewire  [author] 20 Jun, 2018 @ 4:46pm 
@Paul Two buttons above the front door :) I should probably make it more obvious somehow. Don't forget you can always use F1 noclip to scout the level :)
Paul 19 Jun, 2018 @ 9:13pm 
Not even kidding you. I have no idea how to even get into the place.
thefyrewire  [author] 6 Apr, 2018 @ 9:46am 
Yay, thanks for the nice words! ^-^
ChillSwitch 5 Apr, 2018 @ 5:07am 
Great job on this map. The added complexity to the base game is challenging but not impossible, and it gave me a better understanding of a lot of the base game's mechanics. Just frustrating enough!
thefyrewire  [author] 27 Mar, 2018 @ 2:46pm 
Thank you!! I'm really glad you enjoyed :D
Chesterzilla 26 Mar, 2018 @ 8:20pm 
Awesome map. I thought the clocks were a clever way to provide the timing on the lasers but I couldn't decipher them. I ended up getting the canister through the lasers by binding each laser to a different blink command. That weever obstacle course nearly gave me a heart attack. And the final puzzle was really neat and very rewarding. Good job. Thanks for providing much needed content for this game.