at first time i started modding around mid of 2024(stopped at start~ of 2025), i did not knew anything about unreal as much i would liked. I had to do a deep research, ask in discord and pray i would get a support. Mythical, from Modding discord, is such a cool and responsive person that over time i got less and less worried about asking ‘dumb and known’ questions, which quickly helped my development.
i created few mods to the game. Know ones being PYModMenu, InsantyMod, LevelRun Rework, Peaceful Mode, Entity Randomizer. https://www.nexusmods.com/profile/Playeroth/mods

most now deprecated by now.
I worked almost full time on modding the game, creating mods, learning and tinkering with the game. This was before the major 1.0.0 update.

one of my biggest mods and most time consuming that got me pretty tired, had been Insanity Mod. https://www.nexusmods.com/escapethebackrooms/mods/70
this mod, with the help of some speedrunners to keep it ‘balanced’ (yet still not balanced), got me ideas and suggestions to for gameplay.
One of the work that required a lot of time was Level Run Rework. Which consisted in meticulously ****deleted all props in the map and replace with newer ones.
Long answer: i initially created a huge cube of death that would destroy all props but making sure it didnt touch the walls. Then it got me into issues, which after a BUNCH of tests, i required to make the wall of death with a movable object that gradually goes forward, which i had to delete the objects by adding a delay of 0.01s, as for some reason the engine doesn't like instant delete. Then after deleting all objects, i would go in game, go in a cool position, get the position, and then create an script to spawn the object in position. Then get back to the game, see the object in position, and rotate it accordingly to what i thought could fit. After some little time i decided to create an script to rotate live and position live, so it can be quicker. After all, i created a DataTable holding all the position and rotations, which the script would initiate and spawn the objects. This had to be after wall of death.. which came with another problem: in the middle of the map, for some reason, newer objects i added on were being deleted. Then, after a quite long time trying to understand it, i noticed i had to make the spawn objects into a timed functions. “section 1” would spawn X objects, then after a delay, a “section 2” would spawn another wave of objects. a total of either 3/4 sections that had to be spawned into a delay. This was required due to the wall of death deleting the objects before it finished.
You can confirm yourself this by checking the source exactly in:https://github.com/Playeroth/ETB_PYSourceOfAll/tree/main/Content/Mods/PYInsanityMod/Maps/LevelRun/LevelRunDatas
all of that, considering i had to use my creativity to turn the old version into something HARDER and yet fun. My energy and creativity at after mid point was almost exhausted, which i decided to push the idea of ‘putting a bunch of stuff and praying it looks like full’. meaning at the end it had random objects with more spacing to feel like i used all the space.
messing with lights

screenshot

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