Nice work.
How did you accomplish it?
I added a mirror to the night mod i did of this table a while back.
It was a lot of triggers and dropwalls.
Very difficult as i also had 4 step fading gi lighting
The biggest issue was getting a reflection of a ball, as I don't think there is any easy way to do that, so I kinda cheated... but other than that...
It actually wasn't that difficult... I extended the playfield length and then moved everything on the table down so it would be in the same relative position, copied the objects near the top of the original playfield and flipped them with 'Flip Y' moving them to the proper position above the original playfield to be 'mirror images'. I then exported the full table images, extended them to the proper height, and reflected the tops so they would be mirrored, then reimported them.
After this, you have the original playfield and a portion of the reflected playfield above it with the proper objects and images... Then I altered the back wall image creating a window where the 'mirror' goes with very slight tinting, and used an alpha ramp for the wall.
Then came the hard part, the 'mirrored' ball. I put a trigger in the area of where the ball(s) would be when it would cast a reflection, and used this for ball tracking similar to the way the b2b collision tracking is done, then used the hit event to create a ball from a kicker off screen and move it around similar to how the 'ball' image is moved around for a kicker based animated plunger based on where the tracked ball was located. This creates an additional ball in the 'mirrored' playfield moving in sync with the 'real' ball on the main playfield. Due to using an actual ball, you may notice a black bar near the top of the playfield... this is to mask the area where the ball goes off the screen and leaves an image behind as I am not sure if there is some easy way to eliminate this, as I was thinking of maybe using an alpha ramp and have it redraw over the 'mirror' to force the image to disappear, but I think I might have to have it constantly flashing to achieve this and not sure of the performance impact this would have.