Aspennly
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aspennly.bsky.social
Aspennly
@aspennly.bsky.social
She/Her, Graphic Designer and Hobbyist Level Designer, 24, I mostly make TF2Maps, and I'm still teaching myself new stuff along the way. 🏳️‍⚧️

https://linkin.bio/aspennly/
ANOTHER November Art-pass Challenge scene done. Went for a British pier this time and I really over-bit in terms of scope, so there isn't much there.

I just wanted to do the cool beam-work I saw in reference images haha.

I'll probably try to go for a different theme for every one I detail.
November 13, 2025 at 7:13 PM
There we are, got around to doing an entry for the first VMF of the November Art-pass Challenge on TF2maps.

Since this was the first VMF in the thread, it only felt right to do TF2's traditional mining shacks. I think this is the first time I've actually done this style crazily enough? Scary,,,
November 12, 2025 at 6:06 PM
Posting this late, but there's a November TF2maps art-pass challenge thread which I think is cool.

As I'm late to the thread, I started with the second one, and used it to practice Ivory's artpass. I'll try to post all my entries as I do them !

Link to the thread:
tf2maps.net/threads/the-...
November 11, 2025 at 9:01 PM
Dunno what I'll do next, I have a video I want to make covering my MvM background I did a test render for (and a nice intro), I still have Alexandria to finish, Ivory to push to beta, and it's not like Dionysus doesn't need work. Just weird to be freed a bit.
August 27, 2025 at 5:53 PM
Still isn't the end of the road though, just means I can finally take a bit of a break.

Dionysus will still be getting updates to make sure it fully reaches an RC state. Including more custom assets like this example overlay I got done for the b5 release.
August 27, 2025 at 5:45 PM
I suppose today is deadline day for the Mann vs Machine blog post announcement! It's insane to see how much amazing content has been produced in these short two months by everybody, genuinely stunning

As for myself, Humbridge, Whitecliff & Dionysus have all been updated to hopefully have nicer QA.
August 27, 2025 at 5:41 PM
I feel like each area feels distinct enough that the level should stand out from your average TF2 player's perception of Odyssey which is good. With the botyard being on a nice sandy beach, one bot-path going through a mainland-style Greek town, and the other going through a countryside valley.
August 25, 2025 at 12:50 PM
Wish we had more time, I'm a little procrastinator when it comes to detailing. But I feel like the level came out looking pretty nice, and it definitely plays the best out of all of the MvM maps I've made so far I feel.
August 25, 2025 at 12:45 PM
Tele frag w/ bread spawn combo is insane disrespect even if it is against a bot.

On a real note MvM Dionysus is now already at a2 after just a day ! Hoping progress continues to be this fast, need more playtests for feedback before we finalise an a3 though.

Still, two months to go.
June 28, 2025 at 12:19 PM
Feels like there's an entire rush now for new MvM maps since the blog, so here's what I've been working on with friends, MvM_Dionysus.

100% in a rough shape but what alpha one isn't. At the very least I think there's some potential with the verticality and flanks but there's still a lot to change.
June 27, 2025 at 12:53 AM
What do you mean Valve wants community MvM maps in 2025? This is insane, I got pinged everywhere in a matter of seconds when the blog was posted.

My friends want to make a new MvM map so I'll see how much I can get done in two months. Despite that a reminder that Humbridge & Whitecliff exist! ^-^
June 24, 2025 at 1:31 AM
If you haven't checked it out already, TF2maps now has a brand-new Art Pass Club thread hosted by Seacat:

tf2maps.net/threads/art-...

The week 1 prompt is abandoned, and as such here's my art-pass of this week's template. An abandoned British garage right off-of a motorway. I went overboard tbh.
March 10, 2025 at 1:49 PM
Tiny little Blender render I've been working on to use as a Youtube endcard.

Took quite a while to model, texture & learn how to do everything but I'm pleased with the result even if it's basic.

Fun part is I can swap out the cassette & floppy disk skins based on what it's intended for.
March 4, 2025 at 2:15 PM
Finally posting again haha. Here's a small little illustration of cp_Altitude's A-B A-Frame Cabin connector I made for a thing. That's all.
March 3, 2025 at 5:58 PM
Just a day away from releasing Alexandria a6 for its final playtest before "Ye Olde Contest" ends. Been grinding away at getting both team's spawns somewhat detailed !

Good luck to everyone else in the contest, and thank you if you're one of the people who playtested Alexandria !
October 29, 2024 at 1:23 AM
Zero way I could've named mine anything but Kindling.

On that note, I wish there was more Ghost shells with foliage. Feels like there's only really the Season of the Witch one, Last of Us Clicker one & the Egregore one.
October 21, 2024 at 5:44 PM
Here's some renders of my updated Team Fortress 2 British props (formerly Humbridge specific props)!

In total I've made 46 new textures for alternate skins so the models work outside of MvM_Humbridge.

I swear I'll get these out eventually. Have to update the wall textures in the pack next. Wooo.
October 19, 2024 at 9:11 PM
I think the map has an interesting enough spin on Invade CtF for Medieval mode.

Since defending isn't so easy when most people are locked to melee range, you instead have to use the flag to capture a control point, rather than an instant cap.

The explosion clears the point, but it's also funny.
October 17, 2024 at 9:28 PM
It's now finally time I commit to moving to Bluesky. Always promised myself I would but I was too lazy.

So as an initial post, here's some progress on my "Ye Olde Contest" Medieval Map, ctf Alexandria! I got carried away with detailing for a5.

Only a week and a bit really left to get things done.
October 17, 2024 at 9:24 PM