Quadrilateral Cowboy

Quadrilateral Cowboy

The Capitol Cheese Agreement
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
thefyrewire  [author] 2 Dec, 2019 @ 10:03am 
Thanks for playing!

It's true that in the main game you don't actually shoot at any turn wheels, but it's possible, which is largely what inspired me to make the level- in the very last level of the main game with the elevator, when you're in the little room controlling the big sign outside, on my first playthrough I initially thought you had to set up the autocase inside that room to shoot at the wheel while you were outside. It turned out to not be the solution, but I thought it was a neat concept for a map. It turns out you can shoot at any interactable object to activate it. But yes, in this instance a button would probably be a better experience.
Athetos 1 Dec, 2019 @ 7:38pm 
I was liking it a lot, until I did one too many blinks, shot a window, and activated the alarm. 40 minutes in, I had to drop it.
Should've made the windows bulletproof, or maybe change it from shooting at a wheel to a panel, so you always know the position of the aimbot with each blink.
On that topic, the bit with the wheel was very counterintuitive, especially since, as far as I know, thats not how it works in the base game. I think maybe you couldve included a picture of a handle on fire in the manual, to hint that you can shoot at it

Overall I was enjoying it a lot, it was mind twisty and there was a lot of attention to detail required, but I had to drop it because of the small details. I wish there were more levels like this tho!
Panto Ocelot 13 Oct, 2019 @ 10:06pm 
It's a shame there's not many custom levels out there. I enjoyed the work you did.
thefyrewire  [author] 13 Oct, 2019 @ 9:42pm 
Thanks for playing! The checkpoint was definitely necessary to alleviate some pressure ☺️ Making you go back the entire way would be another level of cruel
Panto Ocelot 10 Oct, 2019 @ 8:35pm 
I liked it. Its great the vent gave roof access in case you left your machines outside, and so you wouldn't have to go backwards the way you came.
thefyrewire  [author] 8 Jul, 2019 @ 4:10pm 
Thanks for playing. Long and drawn out is definitely not for everyone. In any case, autosaves would have been a giant help (RIP) :)
Fafnir 6 Jul, 2019 @ 12:48pm 
Much more better, than V3, because there's no goddamnt crap like "lead the weever through the maze" (that's why I dropped V3 without finishing), but gosh, part with the wheel is excess, just really - especially that moment, when you need to plant Aimbot at it to hit door-control panel.
Behind that, I appreciate that mission - it was really interesting to write a loooooong command to open door to contract room, and visuals of building and choice of goal is fine too - industrial espionage in the shell.
thefyrewire  [author] 7 Mar, 2019 @ 4:42am 
Thanks for the comment! Sorry about the crashes, unfortunately the game is a bit buggy and usually unpredictable :( the lack of autosaves is definitely the most frustrating part. But kudos for your persistence and glad you enjoyed in the end! 30 minutes is a great time (that's roughly what I get too!)

And yeah, I did want to change that but I liked the handwheel too much >.< - I ended up 'compromising' and putting a spotlight over it instead and hoped it'd be enough
Any =*= 28 Feb, 2019 @ 4:05pm 
Well, this was a bit frustrating... few times the game crashed when I tried to picked up some of my gear, few times I made a mistake during blinking and hit some window with aimbot or accidentally left something open to long and start alarm, few times I wasn't able to reach my gear and picked it up again for rest of the job and of course I wasn't able to load any of my game saves so I was forced to start again and again and again... yes, forced! Because this is a hell of great piece of level design and I was obsessed to finish it! :D At least with that amount of training I was able to shrink my time of it under 30 minutes :)

Well done Sir!

Shooting to the handwheel wasn't exactly intuitive. Some hint would be nice :-/
thefyrewire  [author] 15 Nov, 2018 @ 2:27pm 
Ah nice job! Yeah, I'm cruel but not THAT cruel, wouldn't make you repeat the whole thing just to get out again 😂 the heist is all in the setup 😏
myrrth.sicopath 15 Nov, 2018 @ 12:46am 
WOW that was tricky. Worth the effort though to say I finished it! Much easier to get out than in :)

I kept getting almost all the way inside, resetting, and then forgetting to unscrew the floor panels to get past the first set until I was all set up for the parts afterwards, then I'd have to drag everything back downstairs and reset my positions... lol
thefyrewire  [author] 11 Nov, 2018 @ 8:58am 
Thanks both for playing! <3
Mr_Rixa 11 Nov, 2018 @ 2:50am 
Thanks! This was a very satisfying puzzle. Spent about few hours y-day testing all kinds of stuff that didn't really work reliably and today I figured out a better way to do things and man am I satisfied. Got this done in 18min after setting everything up.
CQD 10 Nov, 2018 @ 12:39pm 
Great fun and tricky puzzle. Thanks for sharing it.
thefyrewire  [author] 13 May, 2018 @ 4:53am 
Thank you very much! I was thinking about placing a sign or something to show that that was a thing aha. I opted for a spotlight instead to draw some subtle attention to it.
DefectiveChiyo 25 Apr, 2018 @ 1:33pm 
This is such a treat. The game introduced so much potential with the mechanics but it ended too soon to do anything too interesting with them. This type of map is exactly what I wanted from the actual game. I love it. Side note- I didn't realize you can shoot the wheel in the middle of the room to actually interact with it (It took me so long to figure that out...), and while I got surprisingly far without it (I got to just outside the door of the main control room), I don't think it's possible. I would love it if someone proved me wrong though.
thefyrewire  [author] 20 Apr, 2018 @ 7:06am 
Thank you for the feedback. I definitely understand this problem, and it's a real pain. Unfortunately it's quite difficult to 'fix it'. Ideally there would be quick saves, however they're bugged for workshop maps and I don't think it'll be fixed :(

I have also thought about the defuse boxes, but I'm not sure where the best location would be for placing them. Having them inside the rooms might encourage people to just break the windows and then defuse the alarm :/
TripleQuestionMark 7 Apr, 2018 @ 5:48pm 
I like the puzzle, but the problem is that I, by mistake, blink the wrong amount of times (or in the incorrect rhythem), it triggers the alarms and then I have to restart completely, and it gets tedious just to reset, go through the same steps over and over, then get the place I was at once again just for it to trigger the alarm again for no real reason.

If there's a pannel to disable the alarm, that would be great (I've looked all over but I can't seem to find one), or there could be a save feature I could revert back to when the alarm triggers.

It's a great puzzle, don't get me wrong, but it's just that the alarm is so easy to set off and there's no way to turn it off WITHOUT having to start over completely. And considering how long the puzzle takes to finish, restarting completely shouldn't be the only option.
thefyrewire  [author] 21 Jan, 2018 @ 5:11pm 
That can help ;D
MarcusW 19 Jan, 2018 @ 5:10am 
Nice puzzle. I recommend creating batch files
thefyrewire  [author] 16 Jan, 2018 @ 9:13am 
I'm happy to hear you endured it and succeeded! Thanks for playing :D
drfrankenlau 14 Jan, 2018 @ 9:50pm 
Wow. Some serious challenge here, but all the more rewarding when you finally succeed. Big thanks to thefyrewire for building a quality add-on to one of my favorite games. :steamhappy:
thefyrewire  [author] 27 Nov, 2017 @ 10:27am 
I'm glad you enjoyed it! ^-^
D-meat 26 Nov, 2017 @ 5:25am 
That's a difficult one ! You have to master the blink gymnastics :D I was spoiled about the advanced aimbot commands from the comments here, but this map is a fun puzzle :D
thefyrewire  [author] 11 Nov, 2017 @ 4:14pm 
Thank you for playing! I agree with that sentiment.
(AB) vehemently 31 Oct, 2017 @ 4:17am 
Really cool map, though the level of complexity can be intimidating.
thefyrewire  [author] 17 Oct, 2017 @ 9:46am 
I do agree it's a little convoluted to begin with but once you know what you have to do it's not so bad, plus blinks carry over when you die. Had quicksaving been implemented properly into custom maps I think it would be much less painful.
Nikita 17 Oct, 2017 @ 1:07am 
needlessly complicated. screw up one time at the end and it's 30 minutes wasted.
thefyrewire  [author] 4 Sep, 2017 @ 7:13am 
Yay! Thank you for playing :D I'm glad you had fun and learnt something new!

Some inspiration for the idea of the rotating bench comes from the Yoyo Abby Elevator level. On my first playthrough I set up the autocase inside the marquee control room (because I thought it was part of the mission), then controlled it using blinks. I was sad that it wasn't part of the solution so I though it'd a cool premise for a map. Also I'm glad you used set/getpos! I hope I didn't make too many people suffer by doing it with manual turnings haha.
Mishanya 2 Sep, 2017 @ 7:25am 
Great map! Completed it finally after an hour or so. This definitely taught me some new tricks.
Never knew that autoturret set/getpos were global map coordinates and not turret angle variables or something. And that you can shoot the wheel to make it turn!
Thank you so much for putting this together!
Kickin' Chicken 15 Jul, 2017 @ 8:13pm 
You're probably right, as I didn't consider the download time.
thefyrewire  [author] 15 Jul, 2017 @ 7:44pm 
Whoop! I'm thinking maybe your Steam just didn't download the files straight away so that could be why it didn't appear straight away. In any case, enjoy! :D
Kickin' Chicken 15 Jul, 2017 @ 7:21pm 
UPDATE: When I ran the game again, it magically appeared!
Kickin' Chicken 15 Jul, 2017 @ 5:19pm 
I subscribed to this, but it doesn't show up in Mods, so I can't play it. I tried shutting down the game and restarting, to no avail. Any ideas?
thefyrewire  [author] 18 Jun, 2017 @ 6:21am 
Thanks spyrhino! When I was playtesting properly for the first time that also messed me up xD
spyrhino 15 Jun, 2017 @ 3:12pm 
great level and very unforgiving kept losing becuse i forgot to use a wait command lol
paddleboy 13 Jun, 2017 @ 4:01am 
ha ha ha!! WOW! THANK YOU @thefyrewire - although really oddly I'm getting booted out of the mission all the time at the moment - sometimes full on crash sometimes back to the menu.


Might do a full on re-instal and see what happens.
thefyrewire  [author] 23 May, 2017 @ 9:32am 
@paddleboy Excellent going so far! To point you in the right direction: You can shoot the turning valve switch in the centre with the autocase.
paddleboy 23 May, 2017 @ 7:44am 
Ouch! I'm still cracking my head at this but I'm absolutely stumped.

So far I..


... can get through camera0/door1 into the lower room and then, using aimbot, get through the lazers (thus unlocking the airduct shortcut). Then I cen get the Weever up the stairs (I was very proud of myself) into the first upstairs room with the datajack but that only does the upstairs lazers - the downstiars lazer is a wall switch.

...and...

I have got a weever into the main upstairs room via that hatch but just can't seem to do much in there. I've even managed to move one of the armchairs to between those two counters to see if I can use it as a stepping stone to get the weever over there to the another datajack, but nope! it doesn't work like that!


I really am loving the mod and am determined to do it but I feel there's something really really obvious I'm missing!

thefyrewire  [author] 18 May, 2017 @ 3:46pm 
Thank you @paddleboy and @Philip Haldiman :D Means a lot! ^-^