How I Created the Backrooms In Minecraft



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Credits:
Mr. Bub
Charley
Torch
Grumpy
Kristján Orri

This mod is VERY experimental, please create a new world to play or make a backup of the world you’re using it on. Download here for MC version 1.20.1:
https://drive.google.com/drive/u/1/folders/1KS8g_hgJAobszmuGL47elGlN6LIfY6dl

Geckolib is required for this mod to work. Download here:
https://www.curseforge.com/minecraft/mc-mods/geckolib/files/all?page=1&pageSize=20&version=1.20.1

The mod is still being reviewed on curseforge.

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43 thoughts on “How I Created the Backrooms In Minecraft”

  1. When the TinHead starts the flank behaviour, I'd suggest cutting its sounds cause I found that you could almost track it by listening out for the constant audio when its chasing you; and the whole purpose of the Flank behaviour was for it to be a sudden reaction thing for the player, so if you cut the sound the TinHead which might make the player stop or slowdown to see if it's still chasing you cause with a few popular horror mods when the sound stops the actual Entity stops(correct me if I'm wrong tho)

    But other than that, yeah, this is suuuuper unnerving, and I found my eyes nearly always darting to the left and right or at corners to try and see

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  2. To state, I know you may not see this, but for a suggestion, as someone who is a psychology student, a horror idea that may really mess with someone is after they escape the backrooms, have a stalk only and single Tinhead appear and peak through things like their windows. This is sure to produce a tad of glutamate to force some adrenaline into the player and give them a wonderful state of paranoia afterwards.

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  3. I have some suggestions:
    – Rare/occasional lights flickering(that also makes flickering noises)
    – When Tenhead teleports during chase, it's moving noise will fade away(not cut off completely). Also after teleporting the moving noise won't be emitted until the player sees it or it moves close to them, this is so i guess people wont immediately know where Tenhead is when he relocates.
    – Do something about unrendered chunks being replaced with void, maybe by having a "fog" or a blur covering them up and having that coverage colored so that it blends into the backrooms

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  4. I mean this critique in good faith, and I hope you take my suggestions into consideration moving forward.

    What I've seen in this video feels like a bun with all the cheese and toppings and condiments and such, but lacking any meat. This could be a really cool dimension mod, but it feels like the "horror mod" mindset has sort of sapped everything interesting out of it. You could do a lot of cool stuff with the various levels and entities from the wiki canon, you could have new resources/blocks, loot, very rare structures and other such things that give the player an actual reason to seek out the Backrooms and brave the dangers within.

    Speaking of which, I think the worst choice made in the creation of this mod was making the only monster the player ever encounters yet another generic cave dweller reskin with a slightly changed AI. What's the point of downloading the mod if it's just the exact same experience as any of the other 500 dweller mods uploaded per week, just in a different environment? I understand that you were trying to emulate the bacteria monster from Kane Pixels' Backrooms series, but the reason that worked as well as it did was because it was a fresh concept at the time. To my knowledge, nobody else had done a monster like that in recent memory, so it had the element of surprise on the audience. Today, that monster design has been repackaged and reskinned and dragged through the dirt so many times that nobody takes it seriously anymore. As previously stated, there are hundreds of other monsters up on curseforge that look nearly identical to little Tinhead here; really, you're just throwing another stone on the pile.

    There's a lot of potential here, and I appreciate that a lot of effort went into creating this mod, but I think there are a lot of things holding it back from reaching its full potential. Here's what I would recommend be changed:

    1. Redesign Tinhead from the ground up or scrap it entirely. We really don't need another spindly cave dweller clone on the pile.
    2. Give players an actual reason to seek out the Backrooms. Right now it seems like more of a novelty than anything else, something you'll play once and then delete immediately after. Give them something to do that would entice people to go back and the experience would be a lot more enjoyable.
    3. Make the environment a bit more interesting. I'm not asking it to be jam-packed with stuff, since that would ruin the liminal vibe entirely, but some more unique entity encounters, sparse plant life, small, rare structures, and some visual differences between the biomes would, I think, greatly improve the atmosphere of the space.

    I wish you the best of luck on this project and your future projects.

    Reply
  5. I love this Mod very much and cant wait to see more added!! Some things I recomment:

    Making the thing faster, updating pathfinding
    More terrain generation (Stairs, weird things, enclosed rooms, stains, worn out wallpaper.)
    Different versions of the backrooms (Different wallpaper, like blandness or different patterns)
    Dark rooms, maybe red rooms?

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  6. can yall shut the fuck up about it spawning clones? we get it, he fucked up with the cave dweller but i feel this would be a LOT harder to clone and yet be unique like all the dweller mods without making unique code. the most they could do is change tenheads model or the block textures but it would be obvious it was a clone if they ripped the code from this.

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  7. Suggestions:
    – Make the monster stalk longer after being seen once
    – Make the monster only reveal part of its body when stalking
    – Make the monster more loud and make the player more stressed with its sounds like in kane's video
    – Make the monster faster
    – Add puddles or darker carpet that represents the moist rotten ones
    – Add random objects or structures like chairs with weird proportions or other stuff inspired by kane pixel's videos

    Reply
  8. Warning: very long text, just read a few sentences if you wanna know what i yapped about without filling your attention spanless brain.

    You should make a nextbot that has machine learning, the more they scare you, higher the points.

    But it only gets its points once it kills, and there will be more nextbots with slightly different AI, and the points it could’ve gotten are completely reset if it’s kill is stolen by another nextbot, so the competition makes all the nextbots improve themselves specifically to scare the player while also trying to kill them.

    There could also be a cooperation mode for the bots instead of competition, and it would be the same but communist.

    How scared the player is could be measured from their mic, by their movements, or hard coded acts.

    For example: If the nextbot is a certain distance away and visible, it increases the tension value every second. Closer the nextbot, higher the tension increase rate. If it hides after being seen (like Gargitron), It temporarily increases the tension multiplier.
    If the bot just hides all the time, the longer it hides, more tension increases. But again, there’s a big risk of kill stealing.

    Put like 10 of these in a map with a bunch of players and they will improve themselves just to scare the crap outta you and you can pick a few and brand them into fully functional nextbots.

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  9. Couldn't you put the backrooms in the void? As long as it's just below the bedrock that should stop you from dying right?
    Also for the monster, I can't help but think more unnatural sounds like white noise would make it more unsettling

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